In a recent video on his YouTube channel, Josh Sawyer, design director at Obsidian Entertainment, addressed the complexity of difficulty in video games, especially in the context of RPGs. Sawyer emphasized that difficulty should not be seen as a fixed set of challenges, but as a response to what players want to experience. “In fact, if it didn’t cost anything, I would say let’s allow players to set their difficulty options as they wish,” Sawyer stated, advocating for more freedom for modders and the ability to customize the gaming experience.
It is important to know what kind of audience you have
During the discussion, Sawyer classified RPG players into three categories based on their motivations: survivors, explorers, and adventurers. According to the director, designing for these types of players is more relevant than simply labeling their skill in the game. “I don’t think we should think of players as easy or hard, but rather what they seek to gain from the experience,” he explained. This segmentation allows developers to tailor game mechanics to enrich the user experience.
However, Sawyer acknowledged that offering “micro-difficulty” options in games is often a low priority in the video game development industry, given limited resources. Nevertheless, he suggested that the ideal approach would be to start with complex mechanics and allow players to simplify them according to their preferences. One example he cited was disabling certain mechanics that can be frustrating for some, such as bullet drop in shooters.
Sawyer’s message is clear: giving players more control over their experience is beneficial and should be considered a priority. “In the end, offering more granular difficulty options is a very positive thing,” he concluded, making it clear that there is room for improvement in the design of future games.