**The Future of RPGs: When Less Control is More**
In a bold move that’s sure to spark debate among gamers, Pentiment director Josh Sawyer has made it clear that he believes role-playing games should never give players total control over their virtual worlds. Instead, Sawyer argues that the best RPGs are those where players feel like they’re at the center of their decisions, but can’t control everything around them.
For fans of immersive gaming experiences, this might seem counterintuitive. After all, one of the defining characteristics of RPGs is the ability to shape our virtual worlds through choice and action. But Sawyer’s point is that when players have too much control, it can actually lead to a sense of detachment from the game world. “When you’re in charge, and you can literally do anything,” he says, “it starts to feel like you’re not really experiencing anything.”
Sawyer’s philosophy is centered around creating a sense of agency without omnipotence. In his own games, including Pillars of Eternity 2: Deadfire and Pentiment, Sawyer has experimented with limiting player control in ways that feel intuitive and realistic. For example, in Deadfire, the player can’t stop the deity Eothas from doing what he wants – a limitation that’s both frustrating and liberating.
But it’s not just about restrictions on action; Sawyer also believes that RPGs should reflect the messy complexities of real life. In Pentiment, players are forced to confront difficult moral choices without clear answers, much like they would in real-world situations. “So many problems are just human problems,” he says. “They’re part of the reality of life and being a human being and living on this planet with other people right now.”
This approach is not only more realistic but also more engaging. By giving players a sense of responsibility without absolute control, Sawyer’s games create a deeper emotional connection between the player and the game world. Players are no longer just controllers, but participants in a complex web of relationships and consequences.
For fans of RPGs, this news should come as music to their ears. At last, we have a developer who understands that less control can be more – not just in terms of gameplay mechanics, but also in terms of the emotional resonance of our gaming experiences. As the industry continues to evolve, Sawyer’s approach is sure to inspire a new generation of developers and gamers alike.
The implications of this shift are far-reaching, and we can expect to see a new wave of RPGs that prioritize nuance over omnipotence. With Obsidian Entertainment at the forefront of this movement, it’s clear that the future of RPGs is looking brighter than ever – and more realistic, too.
Source: Game Developer XR — 2026-07-21