Josh Sawyer Discusses RPG Design Philosophy: Size vs. Player Completion
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Josh Sawyer Discusses RPG Design Philosophy: Size vs. Player Completion

Josh Sawyer, known for his work in the RPG industry, reflects on how game length affects player enjoyment, suggesting a shift in design priorities.

In a recent Q&A session, RPG industry veteran Josh Sawyer shared insights into his approach to game design. He noted that the size of games should not dictate player enjoyment, particularly as many players do not complete the titles they buy.

Sawyer stated, “We want the player to play the game, and whatever amount they play, we want them to come away and say ‘I’m glad I bought the game, I enjoyed it, great, awesome.’” Translation: “We want players to enjoy the game, regardless of how much they play.”

He also addressed the commonality of players leaving games unfinished, remarking that while game length may be a factor, it should not overshadow enjoyment. “Honestly, considering one of the best RPGs in recent memory was Baldur’s Gate 3—a game explicitly designed to not give a crud whether you see all of its scenes or not…”
Translation: “One of the best RPGs recently was Baldur’s Gate 3, which doesn’t force players to see everything.”

The discussion highlighted a broader trend in game development, where a perceived need for longer games may actually detract from quality. Sawyer emphasized the importance of player satisfaction over mere length, stating, “Games got bigger and bigger… supporting that volume of stuff—there’s a quality dip…”
Translation: “As games grow larger, we often see a decrease in quality.”

In conclusion, Sawyer’s insights prompt a reevaluation of what makes games engaging—suggesting perhaps that players benefit more from compact, quality experiences rather than sprawling narratives.

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