But not Baldur’s Gate 3’s camera, thanks

All that’s from an extensive and good interview withTouchArcade(as noticed byVGC), in which Sawyer waxed lyrical about the creation of monkish murder mysteryPentimentand his many years in the roleplaying business, working on everything fromPlanescape TormenttoFallout: New Vegas. Crikey, that man has a CV and a half.

“I don’t think I would makePentiment2,” Sawyer told the site, when invited to pitch his dream project. “I really do feel very satisfied with that game. It’s not like I don’t wanna return to it ever, but I just did it, so I’d probably wait a little bit. I think if it truly was an unlimited budget, I think I would try Pillars 3 because I know what the budget was for Deadfire, which was not a whole lot and I have heard from multiple people what the budget was forBaldur’s Gate 3, and I’m not gonna talk about numbers, but if I got that budget, sure, I’ll make Pillars 3.

“I think that would be a lot of fun to do, to do like a high production value party based fantasy RPG,” he went on. “I’m pretty happy with Pillars and Deadfire, but I do think that if it were not crowdfunded, I would probably make it turn based. I’m not saying to not have a real time with pause system, but I do think that the Deadfire turn based system which I can’t take credit for, that Nick Carver and Brian MacIntosh, was really cool.

“But, the game wasn’t designed for it, so actually designing the game for turn based, fewer encounters, smaller encounters, but much more tactical, I think that would be a lot of fun, and having awesome cinematics and all that stuff. That would be great.”

Prompted by the site to share more on the evergreen question of turn-based versus real-time combat, Sawyer pointed out that complex RPGs are easier to read when they’re broken into turns.

“I just think it’s easier to design more intricate combats,” he said. “I like games with a lot of stats, obviously. But the problem with real time with pause is that it’s honestly very difficult for people to to actually parse all of that information and one of the things I’ve heard a lot from people who’ve played Deadfire in turn based, is that there were things about the game like the affliction and inspiration system that they didn’t really understand very clearly until they played it in turn based.

“Other mechanics like penetration, they didn’t fully understand until they played it in turn based. So I’m not saying that all those systems are perfect, but I do think like I like doing more crunchy stuff with systems, and that is it’s just easier to make that stuff clear and work in a turn based setting.”

Speaking of making stuff clear, Sawyer also wouldn’t use a fully manual camera, like that of Baldur’s Gate 3, as he feels it creates too many headaches. “I’ve said before the camera in BG3 which is essentially the Divinity Original Sin 2 camera. I don’t prefer that because I like designing for a specific perspective.

“I really, at least for Pillars and Deadfire, I tried to keep the interface, given that it’s a very complicated game, I tried to make it as simple to interact with as possible, and I think we did a pretty good job on it, so that would continue to be my focus.

“Any time I’m gonna make a game where I know that there’s a lot of complexity in it, I want the complexity to be not in interacting with the interface, but in the mental part of it, not the physical part of it,” Sawyer concluded.

It’s definitely worth reading the full thing. Obsidian’s current projects includedon’t-call-it-a-Skyrim-cloneAvowed, whichbegan life as a co-op RPG but soon pivoted to single player.