so i just heard about this really interesting conversation with josh sawyer, the director of fallout: new vegas, and i have to say, it's got me thinking about just how much effort goes into making sure every player has a great experience, no matter how they choose to build their character. apparently, the team at obsidian has this unofficial role called the "karma police" - basically, someone on the design team goes through the entire game, checking to make sure every skill is getting enough love and attention.

i think this is really cool, because let's be real, there's nothing worse than investing in a particular skill or playstyle, only to find out it's basically useless throughout the game. sawyer talked about how this approach is all about building trust with the player - making sure they feel like their character concept is viable and fun, without feeling like they're being punished for making certain choices. and it's not just about balance, either - it's about making sure every skill has its own unique moments to shine.

one of the examples sawyer gave was from fallout: new vegas, where the team removed the "big guns" skill and instead divided those weapons into other categories. this might seem like a small thing, but it's actually a great example of how the designers were thinking about how to support different character builds and playstyles. and it's not just about combat, either - sawyer talked about how the team made sure skills like science, barter, and speech were all useful in their own ways, even in dialogue and exploration.

i have to say, i'm really impressed by this approach - it's clear that the team at obsidian is passionate about creating games that are fun and rewarding for every kind of player. and it's not justRead more: Full article on www.pcgamer.com
What do you think about this?

i think this is really cool, because let's be real, there's nothing worse than investing in a particular skill or playstyle, only to find out it's basically useless throughout the game. sawyer talked about how this approach is all about building trust with the player - making sure they feel like their character concept is viable and fun, without feeling like they're being punished for making certain choices. and it's not just about balance, either - it's about making sure every skill has its own unique moments to shine.

one of the examples sawyer gave was from fallout: new vegas, where the team removed the "big guns" skill and instead divided those weapons into other categories. this might seem like a small thing, but it's actually a great example of how the designers were thinking about how to support different character builds and playstyles. and it's not just about combat, either - sawyer talked about how the team made sure skills like science, barter, and speech were all useful in their own ways, even in dialogue and exploration.

i have to say, i'm really impressed by this approach - it's clear that the team at obsidian is passionate about creating games that are fun and rewarding for every kind of player. and it's not justRead more: Full article on www.pcgamer.com
What do you think about this?