{"id":39614,"date":"2026-07-21T16:13:34","date_gmt":"2026-07-21T16:13:34","guid":{"rendered":"https:\/\/gaitgames.com\/?p=39614"},"modified":"2026-07-21T16:13:34","modified_gmt":"2026-07-21T16:13:34","slug":"obsidians-new-fallout-game-aims-to-elicit-a-sense-of-agony-in-players-instead-of-empowering-them-as-all-powerful-characters","status":"publish","type":"post","link":"https:\/\/gaitgames.com\/?p=39614","title":{"rendered":"Obsidian&#8217;s New Fallout Game Aims to Elicit a &#8220;Sense of Agony&#8221; in Players Instead of Empowering Them as All-Powerful Characters"},"content":{"rendered":"<div class=\"media_block\"><a href=\"https:\/\/gaitgames.com\/wp-content\/uploads\/2026\/07\/obsidians-new-fallout-game-aims-to-elicit-a-sense-of-agony-in-players-instead-of-empowering-them-as-all-powerful-characters.jpg\"><img decoding=\"async\" src=\"https:\/\/gaitgames.com\/wp-content\/uploads\/2026\/07\/obsidians-new-fallout-game-aims-to-elicit-a-sense-of-agony-in-players-instead-of-empowering-them-as-all-powerful-characters.jpg\" class=\"media_thumbnail\"><\/a><\/div>\n<p>**The Clash of RPG Philosophies: Obsidian vs. Bethesda in Fallout**<\/p>\n<p>In the realm of role-playing games (RPGs), few discussions ignite passionate debate like the differing philosophies of game development studios. The &#8220;featured image&#8221; referenced introduces us to Josh Sawyer, the director of *Fallout: New Vegas*. He has become a key figure in discussions surrounding the design and narrative structure of RPGs, particularly as Obsidian prepares for a new *Fallout* installment amid reports of a rival entry from Bethesda. Sawyer&#8217;s insights provoke thought regarding player expectations and the consequences of their choices within game worlds.<\/p>\n<p>During an interview with *The Examined Game*, Sawyer commented on the conditioning of players in RPGs to expect overwhelming control over their experiences. He specifically referenced Eothas, a character from *Pillars of Eternity 2: Deadfire*, to illustrate how there are some outcomes in games that players cannot alter, emphasizing a &#8220;sense of agony&#8221; arising from decision-making. This agony stems from the reality that players can make impactful choices, but ultimately, not every scenario can lead to their desired outcome, creating a tension-filled experience that feels more grounded than a simple power fantasy.<\/p>\n<p>This philosophical divide becomes even clearer when contrasting Obsidian&#8217;s approach to RPG design with Bethesda&#8217;s. Under Todd Howard&#8217;s leadership, Bethesda&#8217;s philosophy has leaned toward granting players freedom and encouraging exploration. The focus has been to answer the players&#8217; curiosity with a resounding &#8220;Yes&#8221;, allowing for powerful, hero-like abilities that feed into a sense of agency over the game world. This style manifests in titles like *Fallout 3* and *Fallout 4*, where players are often presented with clear paths to triumph and considerable influence over the narrative.<\/p>\n<p>As both studios embark on new *Fallout* projects, their differing methodologies would likely inform their respective games. Players have formed allegiances to either the power fantasy approach embodied by Bethesda or the nuanced, often painful decision-making present in Obsidian&#8217;s titles. This split brings to the surface a broader question about the role of narrative agency and the satisfaction derived from overcoming insurmountable odds versus the sheer joy of wielding unfettered power.<\/p>\n<p>Though it could be tempting to categorize Bethesda as having a singular style devoid of darker, more intricate storytelling, there are notable instances in their history that promote complex narratives. For instance, the main quest of *Oblivion*, while seemingly a straightforward hero&#8217;s journey, hints at the looming chaos following the resolution, thus leaving players with a sense of imperfection and unresolved tension. Such narratives, even in a power fantasy framework, reflect deeper consequences that challenge the player&#8217;s perception of their agency.<\/p>\n<p>However, players often encounter limited choices that do not allow them to alter such situations significantly, leading to a potential critique of both studios&#8217; approaches. The &#8220;sense of agony&#8221; that Sawyer discusses resonates with players who have experienced the consequences of their limited influence. As the narratives unfold, the complexity of choices \u2013 or lack thereof \u2013 becomes a point of contention that shapes the player&#8217;s emotional experience.<\/p>\n<p>Ultimately, the excitement surrounding the upcoming *Fallout* entries signifies a renewed opportunity for audiences to engage with differing philosophies in RPG design. Will Sawyer\u2019s vision for a more agonizingly complex narrative prevail against the more liberating, power-driven sentiment that Bethesda cultivates? The duality of these experiences within the same series invites players to reflect on their preferences and the emotional undertones that they cherish in gaming.<\/p>\n<p>As we anticipate new developments, the evolution of RPG philosophies in the *Fallout* franchise promises to deliver perspectives that cater to both power fantasy enthusiasts and those who yearn for a more intricate, flawed journey. By embracing elements from both designs, future installments may find a harmonious balance that resonates with a broader audience, inviting players to endure their &#8220;sense of agony&#8221; while still reveling in the thrill of exploration.<\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"media_block\"><a href=\"https:\/\/gaitgames.com\/wp-content\/uploads\/2026\/07\/obsidians-new-fallout-game-aims-to-elicit-a-sense-of-agony-in-players-instead-of-empowering-them-as-all-powerful-characters.jpg\"><img decoding=\"async\" src=\"https:\/\/gaitgames.com\/wp-content\/uploads\/2026\/07\/obsidians-new-fallout-game-aims-to-elicit-a-sense-of-agony-in-players-instead-of-empowering-them-as-all-powerful-characters.jpg\" class=\"media_thumbnail\"><\/a><\/div>\n<p>Look at the nice fellow in the featured image of this article. Look into his eyes. Look at the slightly awkward grin plastered across his face at the moment in a YouTube video on his channel that I&#8217;ve chosen to pause and take a screenshot. This is a man who wants you to feel &#8220;a sense of agony&#8221;. To be frustrated and perplexed as to which outcome to choose. This is a man who knows you can&#8217;t feed the world with a set of laser eyeballs. This is <a href=\"https:\/\/www.rockpapershotgun.com\/games\/fallout-new-vegas\">Fallout: New Vegas<\/a> director Josh Sawyer, who recently made some points about RPG building that are worth dissecting in light of his <a href=\"https:\/\/www.rockpapershotgun.com\/new-vegas-devs-obsidian-are-reportedly-working-on-a-new-fallout-game-and-only-microsoft-could-make-news-ive-waited-half-my-life-for-taste-this-bitter\">reported new gig<\/a> as head of Obsidian&#8217;s upcoming Fallout game.<\/p>\n<p><a href=\"https:\/\/www.rockpapershotgun.com\/reported-lead-of-obsidians-new-fallout-game-wants-you-to-feel-a-sense-of-agony-when-playing-an-rpg-rather-than-being-an-all-powerful-god-splatterer\">Read more<\/a><\/p>\n","protected":false},"author":1,"featured_media":39615,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"Default","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-39614","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/posts\/39614","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/gaitgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=39614"}],"version-history":[{"count":0,"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/posts\/39614\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/media\/39615"}],"wp:attachment":[{"href":"https:\/\/gaitgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=39614"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/gaitgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=39614"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/gaitgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=39614"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}