Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
June 30, 2016
arrowPress Releases
June 30, 2016
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


RPG balancing wisdom from an Obsidian veteran
RPG balancing wisdom from an Obsidian veteran
August 22, 2014 | By Christian Nutt

August 22, 2014 | By Christian Nutt
Comments
    3 comments
More: Console/PC, Design



"The most important high-level goal with any choice the player makes is that they feel good."
- Obsidian's Josh Sawyer

With Pillars of Eternity soon to release, Obsidian is throwing back the veil on its RPG development process.

In a new post on Kotaku, Obsidian game designer Josh Sawyer explains the company's approach to game design and balance. Pillars of Eternity is the developer's stab at regaining the glories of classic RPGs such as Icewind Dale and Baldur's Gate.

"The reason we tweak or adjust anything isn't simply to achieve a mythic 'perfect balance' as a goal in its own right, but to make something balanced enough that the player's experience with that content is satisfying," Sawyer writes.

In the post, he offers a peek at the entire process the studio uses, from initial paper theory through implementation and testing, with an emphasis on how the designers tweak and tune the game's RPG mechanics. It's worth a read, so follow this link if you're interested.


Related Jobs

Art Institute of Washington
Art Institute of Washington — Arlington, Virginia, United States
[06.30.16]

Visual Game Programming – Instructor
Sony Computer Entertainment Europe
Sony Computer Entertainment Europe — Manchester, England, United Kingdom
[06.30.16]

Senior Designer
Sony Computer Entertainment Europe
Sony Computer Entertainment Europe — Manchester, England, United Kingdom
[06.30.16]

Lead Level Designer
PlayRaven
PlayRaven — Helsinki, Finland
[06.30.16]

Senior Game Designer









Loading Comments

loader image