Pentiment director emphasizes the importance of RPG players not controlling everything
Pentiment director and veteran developer Josh Sawyer has articulated a design philosophy for role-playing games that emphasizes the importance of limiting player control. In a recent interview with The Examined Game, Sawyer argues that RPGs are “at their best” when players feel “at the center” of their decisions but cannot control everything in their world.
Sawyer, who has spent years at Obsidian Entertainment working on acclaimed titles including Fallout: New Vegas and the Pillars of Eternity series, explains that this balance between agency and limitation creates the optimal player experience. While players should have significant control over their decisions and outcomes, some narrative and world elements should remain beyond their influence.
The designer cites Pillars of Eternity 2: Deadfire as an example of this philosophy in practice, noting that players cannot prevent the god Eothas from pursuing his predetermined course, despite their agency in other matters. This constraint creates dramatic tension and reinforces that the player’s character exists within a world with its own forces and momentum.
Sawyer notes that he has implemented this design principle across many of the games he has worked on, though with varying degrees of success and audience reception. The philosophy reflects a broader design perspective that total player freedom can paradoxically reduce immersion and impact, while strategic limitations enhance narrative weight and player engagement.