Why RPGs Need Limits: The Case Against Total Player Control

Obsidian Entertainment director Josh Sawyer is reportedly leading development on a new Fallout project, signaling a potential shift toward RPG mechanics that emphasize player limitations over absolute control. According to an interview with The Examined Game, Sawyer intends to move away from the “protagonist as all-powerful” trope, favoring systems where choices involve genuine loss and inescapable, “human” problems.

The Evolution of Agency in RPG Design

Modern role-playing games frequently condition players to believe they can solve every conflict or defeat every adversary. Sawyer argues this approach can diminish the narrative tension that makes the genre compelling. By analyzing his previous work, such as Pillars of Eternity 2: Deadfire, it becomes clear that his design philosophy prioritizes the “agony” of imperfect decisions over the power fantasy of total victory.

In Deadfire, players are confronted with the god-like Eothas, an entity explicitly described as being beyond the player’s physical ability to stop. Despite this, Sawyer noted in the interview that players often attempted to find a way to defeat the character, highlighting how deeply ingrained the “I can do anything” mindset is within the player base. Instead of total success, Sawyer’s design forced players to settle for mitigating the damage caused by the antagonist.

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In Pentiment, another title from Obsidian, the game forces players to make a definitive accusation in a murder case without ever providing a “true” solution. This design choice forces players to interrogate their own values rather than simply completing a checklist of clues.

Challenging the ‘Protagonist’ Complex

The core of Sawyer’s approach is the belief that games are at their best when players feel they are at the center of their decisions, yet lack the ability to control every outcome. This philosophy creates a sense of lingering consequence. When a player realizes they cannot stop a tragedy—such as the execution scenes in Pentiment—the resulting frustration is a deliberate part of the design.

Sawyer points out that many problems in life, and by extension in his games, are “human problems.” By removing the expectation of a perfect outcome, developers can create moments that stick with players for years. This contrasts with many modern titles where the player’s agency is absolute, often resulting in a narrative that feels predictable or devoid of weight.

Why Player Limitations Drive Engagement

The industry trend toward “all-encompassing” gameplay—where players can unlock every skill and complete every quest—often strips tension from the experience. Obsidian’s approach, seen in titles like Fallout: New Vegas, stands as a counter-example. These games often spark years of community debate precisely because the “right” choice is subjective and the “perfect” ending is unattainable.

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Frequently Asked Questions

  • Is the new Fallout game officially announced?
    Obsidian has announced a new Fallout title is in development, with reports identifying Josh Sawyer as the project’s director.
  • What is Josh Sawyer’s design philosophy?
    Sawyer focuses on RPGs where players cannot control every outcome, forcing them to make imperfect, agonizing decisions rather than solving every problem through force or dialogue.
  • How does this affect future RPGs?

What do you think about games that force you to accept imperfect outcomes? Does a lack of “perfect” choices make a story more memorable for you? Share your thoughts in the comments below or subscribe to our newsletter for more deep dives into game design.

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