I never change weapons in RPGs, which means I’ve made Obsidian director Josh Sawyer’s life a living hell when it comes to making cool armour systems
A PC Gamer writer explores a common player behavior in RPGs: the tendency to settle on a single weapon and armor setup early and never deviate from it throughout a playthrough. The article uses personal examples from Fallout: New Vegas and Pillars of Eternity, where the writer exclusively uses a revolver with light armor in the former and dual flintlock pistols with light armor in the latter.
This player behavior directly impacts game designers like Josh Sawyer, Obsidian Entertainment’s design director, who has invested significant effort into creating diverse and compelling armor systems for both games. The mismatch between what designers create and what players actually use presents an ongoing challenge in RPG development—players often form a specific character concept early on and remain loyal to that vision, rendering most alternative equipment options invisible to their experience.
The article highlights the tension between player agency and designer intent, examining why many players prioritize character authenticity and aesthetic consistency over mechanically optimizing their loadout with all available gear. For developers who craft intricate loot systems and equipment mechanics, this means substantial work goes underappreciated by players committed to a single playstyle.