Pitching a 16th-Century Murder Mystery Game with Obsidian's Josh Sawyer
Dec 12, 2022
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Josh Sawyer, Game Director at Obsidian Entertainment, discusses his career in game development, including pitching a 16th-century murder mystery game, creating historical detail and references, and having fun with fonts.
Josh Sawyer successfully pitched a 16th-century murder mystery game
The team behind the game Pentiment put extensive effort into historical accuracy and research
The game Pillars of Eternity revitalized Obsidian Entertainment as it exceeded funding goals
Creating the game Pentament involved meticulous attention to detail, including font design and stroke masks
Deep dives
Taking the Lead at Obsidian
After working on projects like Icewind Dale 2 and Fallout 3 at Black Isle, I joined Obsidian Entertainment. There, I had the opportunity to lead the development of Fallout: New Vegas. It was an exciting time as we had a team of passionate developers, many of whom were fans of the Fallout series. We knew it would be a challenging project with a short development cycle, but we were determined to make a great game and deliver an authentic Fallout experience.
Crafting a Vision for Fallout: New Vegas
As the lead designer for Fallout: New Vegas, I had a clear vision in mind. I wanted to focus on the stories and experiences of the misfits and outcasts of the wasteland. We wanted to explore themes of unity and opposition, as different groups came together against the powerful and oppressive forces of the Mojave Wasteland. We decided to push for third edition D&D mechanics, bringing something fresh to the Fallout series. We also wanted to create interesting and varied environments beyond just the snow-covered landscapes, adding visual diversity to the game. Overall, we aimed to deliver an engaging and memorable Fallout experience.
Lessons Learned in a Directorial Role
Being a lead designer and director for projects like Icewind Dale 2 and Fallout: New Vegas taught me valuable lessons. I realized the importance of clear communication, as well as the need to balance creative vision and team collaboration. It was challenging to lead a team and make difficult decisions, but I learned to trust my instincts and listen to the expertise of others. I discovered the value of understanding team dynamics and supporting my colleagues, as well as finding a balance between creative ambition and practical constraints. It was a transformative experience that further enhanced my skills and capabilities as a game developer.
From Initial Reception to Cult Classic
Initially, the podcast episode discusses how a video game that was not well-received at launch eventually developed a cult following over time. The speaker highlights the bumps along the way during the development process but emphasizes the excitement and thrill of being responsible for everything at a high level. Despite the initial unfavorable reception, the game gained popularity and attracted a passionate fan base.
The Director's Mod and the Audience
In this section of the podcast, the speaker delves into the director's creation of a mod for the game Fallout New Vegas. The director explains that the mod was made after the game's release and was created to rebalance the gameplay based on personal preferences. The director aimed to make the game the way they wanted to play it, without considering the opinions or preferences of a specific audience. Despite some criticism, the mod still garnered a following and could be incorporated into other mods or mod suites.
Kickstarter Success and the Game That Saved Obsidian
This part of the podcast explores the success of the game Pillars of Eternity and its significance for Obsidian Entertainment. The speaker discusses how the game was crowdfunded through Kickstarter, with the studio taking the risk of self-publishing it. The game received overwhelming support from backers and exceeded initial funding goals, becoming a major success. The speaker credits Pillars of Eternity as a game that revitalized the studio and improved overall morale, offering a new direction for Obsidian.
The Challenging Journey of Creating Pentament
The final section of the podcast focuses on the production of Pentament, a narrative adventure game set in 16th century Bavaria. The speaker highlights the challenges faced during the development, including extensive research and consultations with historians and experts. They discuss the intricate details and features of the game, such as incorporating different fonts, creating stroke masks for letter rendering, and the meticulous design of the text box. The speaker also reflects on the team's growing appreciation for the subject matter and the importance of finding love and passion in one's work.
Trent Kusters chats with Josh Sawyer, the Game Director behind Obsidian Entertainment'sPentiment. Together they discuss his long career in game development from his start at legendary studio Black Isle to his current work on projects like Fallout: New Vegas and the Pillars of Eternity series; how he successfully pitched a narrative-focused 16th-century murder mystery; how a small team created an experience full of historical detail and references; and how to have fun with fonts. Watch this episode on our Youtube channel.
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