Joshua E. Sawyer treks on in Formspring

Brother None

This ghoul has seen it all
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J.E. Sawyer sure likes his shiny 2.0 toy, and has been busily answering questions in the last 2 days. Let's get to it.<blockquote>How do publishers and developers interact in the world of game design? Is it usual for publishing companies to get residuals, or are they usually just funded and compensated for development?

Publishers take the majority of profits. Developers are paid on a milestone basis with some bonuses or royalties (usually) negotiated into the contract, but said bonuses/royalties are usually contingent on some strict criteria (shipped on time, 85%+ rated, X million units sold, etc.).

In the 11 years I've been in the industry, I've received one royalty check for one game: Icewind Dale. Some very successful companies have a lot of bonuses and royalties flying around, but they are the exception.

As a "hardcore" RPG developer, Obsidian could make a mint releasing budget hardcore RPGs on Steam that focus more on story than graphics and take less development time or resources. Does this interest you at all?

Story vs. graphics isn't actually an antagonistic relationship in my opinion. I don't think I've ever had an experience during development where I've thought, "If only this game could get by with lower fidelity graphics, then I could tell the story I really want to tell."

What lower budget titles offer to developers and publishers is lower loss potential. If a project "only" costs $1-3 million to make, even if it sells zero copies, the publisher is only out $1-3 million. Compared to the operating project budget of most publishers, that's relatively minor.

Lower loss potential can possibly be negotiated into "wacky game idea time". So if you want to make a game that has really niche or experimental game play, a non-traditional setting/set of characters, etc., a lower budget game is probably the place you're going to do it -- if anywhere.

As a side note, I am not primarily interested in telling stories. I am a game designer and my primary interest is in making games. I always want the stories in the games I work on to be good, but that is secondary to ensuring that the game play is enjoyable. If I were fundamentally concerned with telling stories, I would become a writer.

So you've made it pretty clear that you're more interested in developing games than writing the stories in those games, despite your company's reputation. Do you at all resent that so many people keep focusing on Obsidian's writing?

Not at all, but I think people should have higher standards for game play. Slapping "RPG" on a game should not give it a free pass for clumsy or poorly balanced mechanics. Additionally, I believe that an RPG with a "great story" that does not mechanically work well with player choice might as well not be an RPG.

A lot of RPG designers fixate on telling the player a story instead of giving players tools to make *their* stories unique and reactive.

When defining an RPG, what about abstracted mechanics? IMO, a greater degree of abstraction that explicitly expresses or rewards a player's choices should be part of the definition, would you agree or disagree?

Agree, and I think it can apply to any/all aspects of game play: conversation choices, skill choices, weapon choices, etc.

If have two weapons available to me, make them tactically different, then present me with situations where their tactical differences matter. If I make a strategic decision to invest in one skill/faction/"alignment" over another, be sure to reward me for my choice and also remind me what I am missing out on because of that same choice.

You seemed to dismiss the idea of working on smaller-budget titles. As a video game designer, do you view big projects with corporate backing and a marketing campaign to be more prestigious, more fun, or just more lucrative? Does it make a better game?

The only reason I dismiss it is because I don't think publishers are interested in it. I would certainly work on a small budget title if that's what a publisher/Obsidian wanted. This has not happened as far as I know.

Brian Mitsoda says that he thinks that certain companies have undeserved reputations for good writing and even though good gameplay is more important it'd be nice if they tried to live up to them. Do you think gamers have lowered standards w/r/t writing?

After decades of industry evolution, our subject matter and thematic delivery are still juvenile. Count the number of games that have established and reinforced a consistent theme through subtext. In the rare case when a game story has a clearly discernible theme, it is delivered with the subtlety of a claw hammer to the skull.

I don't see many gamers noticing this, much less complaining about it.</blockquote>
 
At least Sawyer keeps me confident this will be the Fallout 3 everyone's been waiting for. Substance over style. If Fallout NV were to handle the storytelling to same way Bethesda handled the combat in their version of Fallout; which is ludicrous, 'over the top' and repetitive: nobody would enjoy it. I'm glad he doesn't follow the 'better writing' hype that everybody here seems to crave.

Let's hope this game will be mature, goodlooking and enjoyable. I don't want pages of text to scroll through. I want decent storytelling: compact, intelligent and interesting.
 
Zakerias said:
At least Sawyer keeps me confident this will be the Fallout 3 everyone's been waiting for. Substance over style. If Fallout NV were to handle the storytelling to same way Bethesda handled the combat in their version of Fallout; which is ludicrous, 'over the top' and repetitive: nobody would enjoy it. I'm glad he doesn't follow the 'better writing' hype that everybody here seems to crave.

Let's hope this game will be mature, goodlooking and enjoyable. I don't want pages of text to scroll through. I want decent storytelling: compact, intelligent and interesting.
This post makes no sense. Of courze JE Sawyer isn't slobbering over writing; he is not a writer.

It is like going to the coach of the popular college football team and asking him how the school's science department is. Off the top of his head he will say that his focus is on making the football team successful. That doesn't mean the kids in science class are still eating paste. -_-
 
"A lot of RPG designers fixate on telling the player a story instead of giving players tools to make *their* stories unique and reactive."

YES!

That further confirm's it being easier to have your own kind of story & background for your character. In Fallout 3 you are forced to start out in a Vault and it is near impossible to ignore the main story line when you get out of the Vault and do your own thing. In Fallout 1 & 2 once your out in the world you only have a general idea were to start everything just kind of open's up to you. So unless you buy DLC you can enter every cave & building in Fallout 3 that there is to enter but all your doing is preparing yourself for the main quest as thats all there is.

Why or how does Fallout 3 foce you on the main quest?

Because to even wear power armor you haft to advance in the story a good amount, to enter Rivet City you haft to be on a main story quest. In Oblivion you could barely scratch the surface of the main story and be entering oblivion gates, joining factions, sidequest galore and completey advancing your character without having to follow the main quest. Oblivion was well done in that respect I thought . . .
 
He certainly says the right things. If FNV has a compelling, subtle story, told through gameplay, with actual, genuine themes, then I'll be very happy. I can handle VATs and all the other stuff. Well-written characters that respond to the PC... I'm cautiously optimistic.
 
If I recall correctly, Jefferson's (BG3) reputation system was so robust and complex it burned MCA out when he had to write responses.

And that was JES' brainchild.
 
He talks about rpg's as I see them. There should be a general storyline in the background but it should sure as fuck not be linear. The ideal RPG should give you different starting areas as well as different endings. Dragon age did the variety of starting locations based on characters choice well but the endings were pretty much the same. And of course the ending should be dependent on what choices the characters makes through out the world.
 
IMissLark said:
It is like going to the coach of the popular college football team and asking him how the school's science department is. Off the top of his head he will say that his focus is on making the football team successful. That doesn't mean the kids in science class are still eating paste. -_-

I don't understand what you mean with this comparison. Why are you comparing him to the coach of the football team? He's the project director. And yes, he isn't the one of the writers, that doesn't mean he can't have an opinion about it. You think these guys don't talk to each other at all during production?
 
Tagaziel said:
If I recall correctly, Jefferson's (BG3) reputation system was so robust and complex it burned MCA out when he had to write responses.

And that was JES' brainchild.

Well it was the brainchild of a nice guy that once gave an interview to NMA and that I don't remember the name. He left BIS at the time and moved to Bioware, you can find his reputation system in Mass Effect and Dragon Age, and a very similar one at Obsidian's NWN2.
 
Ferret worked at OEI for a while and was one of the lead guys at NWN2 and then moved to Bioware and was one of the lead guys of Dragon Age and its expansion. While I think Dragon Age is a far superior campaign on its own, it's pretty amusing to see some of the similarities to NWN2 (especially in the DA expansion with the keep building).
 
... I think people should have higher standards for game play.

Brings actual tears to my eyes...

Personal attitude now officially adjusted to "moderate optimism".
 
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