Fallout New Vegas Director: RPGs Can't Let Players Control Everything - Kotaku

What the report says
Kotaku reported July 20 that Josh Sawyer, known for directing Fallout: New Vegas and work on Pillars of Eternity, discussed why he believes role-playing games are strongest when players have significant agency but still face limits. The article notes Sawyer is reportedly directing an already announced Fallout project at Obsidian, though details such as its setting, release window and story remain unknown.
In an interview with The Examined Game, Sawyer said RPGs can be most compelling when players cannot simply fight, persuade or complete their way out of every conflict. He pointed to Pillars of Eternity 2: Deadfire, where the player cannot stop the godlike Eothas and can only influence the consequences. Sawyer said some players are conditioned by RPG conventions to expect that any major threat can ultimately be defeated.
Sawyer also referenced Obsidian’s Pentiment, where players must accuse someone of murder without receiving complete certainty about who committed the crime. Kotaku highlighted this as an example of design that forces players to weigh imperfect options, then live with the consequences, including a grim execution scene that may leave them regretting the choice.
The comments matter because Sawyer’s design philosophy could shape expectations for Obsidian’s future Fallout game, if his reported role is accurate. Kotaku framed his remarks as a contrast with RPGs that allow players to unlock nearly everything or resolve every major problem, arguing that limits and unresolved tensions can make choices feel more memorable.
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