“I want to support the sweaty boys!” — Fallout: New Vegas director says it’s a “mistake” to trade RPG crunch for “super accessible” gameplay, and he’s right

Over time, I’ve had the pleasure of playing numerous outstanding role-playing games, spanning from timeless classics like Chrono Trigger, Mass Effect, and Star Wars: Knights of the Old Republic to contemporary masterworks such as Elden Ring, Baldur’s Gate 3, Kingdom Come: Deliverance 2, and more recently, Clair Obscur: Expedition 33. Picking a favorite from this impressive list is quite challenging, yet if I were compelled to choose just one, I would likely go with Obsidian Entertainment’s acclaimed 2010 release, Fallout: New Vegas.

Although it has outdated graphics, awkward gameplay mechanics, and bugs (which I can modify, for my part), New Vegas still ranks among my top favorites to replay due to its exceptional role-playing game (RPG) depth. This game offers a level of complexity that few other titles manage to match even now, boasting countless intriguing quests, extensive reactivity to the player’s choices, and an abundance of feasible solutions for the challenges presented by the Mojave Wasteland.

It’s not shocking at all that Josh Sawyer, director of New Vegas (and also Pillars of Eternity and Pentiment), has recently emphasized the importance of RPG “grind” – this refers to the intricate design, mechanics, and responsiveness in a game world that players engage with. In an interview with PC Gamer, Sawyer suggested that it’s possible for RPGs to become more accessible and casual-friendly without losing the depth and immersion that sets the greatest ones apart.

The concept being discussed is that of a “super accessible RPG,” meaning a role-playing game designed for easy understanding and use by various types of players. However, it’s not about creating a universal experience where everyone plays the same way; instead, it requires careful thought to cater to different player preferences. The speaker expresses his desire to support casual gamers (referred to as “sweaty boys”) since he identifies with them, playing games just below the highest level of difficulty and becoming frustrated when there’s limited customization in a game.

The speaker is talking about creating an RPG that can be easily played by many different types of gamers. While they want to accommodate everyone, it won’t be a one-size-fits-all solution. Instead, they want to put thought into the design so that casual gamers (like those who call themselves “sweaty boys”) have options and opportunities for customization, as the speaker himself enjoys this aspect of gaming and becomes irritated when there’s little to tinker with in a game.

He went on to say that he recognizes many people enjoy simply driving around for fun. These players don’t necessarily seek the same depth of experience. “They prefer level balancing, finding it enjoyable when things are smooth and easy like a water slide,” he explained. “I value their enjoyment, and I believe with thoughtful planning, we can cater to a wide variety of player preferences without much additional effort.

Sawyer further expressed his opinion, stating it’s regrettable when we prioritize accessibility at the expense of complexity. He advocates for strategies that lessen the challenge and streamline intricate systems, allowing most players to appreciate an RPG without diluting its richness solely for broad appeal.

It seems to me that designing systems capable of handling various features such as choices, equipment, customization, reactivity, and so on, also enables the creation of systems that can handle scaling. Moreover, these systems could potentially contract and streamline those features, making them simpler. While it’s not entirely effortless, the work involved might be less than you might initially imagine if you invest time into it.

I fully support this point, and it’s difficult to refute since it holds up well. You won’t need to look too far for evidence; popular RPGs with a good deal of mechanical depth such as Elden Ring, Baldur’s Gate 3, and Kingdom Come: Deliverance 2 have all sold extraordinarily well and gained worldwide recognition. These latter two games in particular sparked much discussion within the industry for months after their release. Even Dragon’s Dogma 2 managed to perform admirably, despite its design being somewhat challenging for some players.

From another perspective, there are games such as Dragon Age: Veilguard and Assassin’s Creed Shadows, which I believe have less depth compared to others. Veilguard struggled to meet sales targets by nearly half, while Shadows appears to have performed better financially, but both games seemed to lose popularity remarkably quickly, almost overnight. In my opinion, the reason for their swift decline is that they offer limited engaging content beneath the surface.

It’s pleasing to note that Sawyer advocates for the same design approach that made Fallout: New Vegas shine back in the day, and from what we glimpsed of The Outer Worlds 2 during the Xbox Games Showcase, it seems like Obsidian Entertainment is committed to these fundamental principles. To be honest, I wasn’t entirely satisfied with the first game, but I’m hopeful that The Outer Worlds 2 might be the New Vegas follow-up I’ve longed for all these years.

The sequel to “The Outer Worlds,” titled “The Outer Worlds 2,” is slated for release on October 29, 2025, across various platforms including the Xbox Series X|S, Windows PC (Battle.net, Steam, and Xbox PC), PlayStation 5, and Xbox Cloud Gaming. With its promising potential, it could easily be one of the top games of the year for both Xbox and PC. Notably, as a first-party Xbox title, it will also be accessible on day one through the PC Game Pass and Xbox Game Pass Ultimate services.

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2025-07-02 01:39