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Josh Sawyer Q&A Thread

Nutria

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Strap Yourselves In
As much as I love Avellone, it's hard for me to decide whether Old World Blues or the Ulysses one is worse. The latter is tedious, but I gotta give it to OWB. It's steeped in this GenX worldview where your teachers and professors were guys whose ideology was all about how they shouldn't have to go to Vietnam, and you're a GenXer so you're too lazy to do anything other than believe whatever you're told. It's a half-assed form of youthful rebellion where you shit on your parents in a way that gets you good grades in school.

Making the ChiComs out to be the victims was an interesting choice. It's kind of... no, not kind of, if you actually are not racist and value asian lives as much as whites', it's exactly like if you made a scifi story where the Americans were actually the bad guys because they hurt Nazis too much. I try to expand my horizons and experience media that's made by people I don't agree with, but there was nothing in OWB that made it worth playing.
 

Rev

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As to the NV DLCs, I would simply say that Avellone made both the best (Dead Money) and the worst (Lonesome Road, but OWB was bad too for its poor area design and its way too many trash mob).
Honest Hearts is a decent/good DLC, nothing special but competently made and with a few high notes (survivalist's log especially), I'd rank it second best among NV DLCs, although it's way, way behind Dead Money that is just great in pretty much everything.
 

Trashos

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I think the Burning Man was great work. Maybe he was the character Josh was always meant to write. Ironically, Josh claims that he likes writing characters who are down to earth, next-door types of people. However, Joshua Graham is clearly his best writing work, and he is not like that at all.

Of course, Gonzalez's Survivalist logs are a league on their own. But Joshua Graham was also excellent.
 

Trashos

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The Burning Man has other catchy phrases as well:

When the walls come tumbling down, when you lose everything you have, you always have family. And your family always has tribe.

I don't see the problem with any of that. All these quotes are deeply woven into his story. If they are catchy too on top of that, then we have a case of... what do you call it....

TALENT!
Too bad that the rest of Josh's writing is not that good.
 

Jarpie

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Voice acting is one of the reasons why The Burned Man works, I really like Keith Szarabajka in the role. He has quite distinctive voice, so he's easy to recognize in any voice role he does.
 

Nano

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Grab the Codex by the pussy Strap Yourselves In
Josh answered my question! Honestly didn't expect this.

https://jesawyer.tumblr.com/post/189270621926/its-become-a-bit-of-a-meme-lately-that-obsidian

runthatbyme asked:

It's become a bit of a meme lately that "Obsidian plays it safe", much in the same way that "Bugsidian" was a meme in the past. Obs. was first accused of playing it safe with Dungeon Siege 3, though at the time people thought it was just a blip. But with every game Obs. has put out since then, it's becoming an increasingly mainstream view that the "new" Obs. is different from the "old" Obs. that put out ambitious but flawed games like Alpha Protocol and KotOR2. What are your thoughts on this?

I can understand where feeling comes from, and I think a lot of it has to do with the relative ages of people in leadership positions. Depending on the specific game we’re talking about, it’s a type of game that some of us have already iterated on 2, 3, or 4 times. And when it comes to things like dialogue structure and quest design, there’s even more structural commonality between our projects, regardless of the underlying genre or camera perspective.

I’ve been a game developer for 20 years now. Regardless of my intelligence or creativity compared to a junior designer, I have seen enough quests move from idea to document to alpha implementation to beta to launch to have a pretty good sense about how certain approaches are going to go. There are some quest concepts or details that are - and I stress that I do not mean this pejoratively - naïve. The quest designer does not, and could not, understand the technical implications of what they are trying to do.

When it comes to quest design (especially) a little bit of knowledge can be a very dangerous thing, because as with learning any discipline, it’s hard to comprehend how much you don’t know once you get the basics down.

One of my favorite bicycle frame builders is Richard Sachs. He’s been essentially building the same type of brazed steel frames for over 45 years. I have one of his 1978 frames and it looks very similar to the frames he builds now. He’s one of the higher-profile living frame builders and he’s vocal about his opinions. In an interview, he recounted interacting with a talented young frame builder who had been working for a few years, built several dozen frames, and concluded he had pretty much learned everything there was to it. Sachs’ reaction was, “You don’t even know how to make the right kind of mistakes,”

This is one thing for a craft like frame building, where it’s often (today) one person working alone as a hobbyist. It’s another thing in a big team environment like game development where 30-100 people are trying to work together on a big, interconnected project. More experienced leads tend to be more conservative and critical about design, not necessarily because of some ideological stance, but because we have seen things go very wrong and we want to prevent the kind of collateral damage we have seen play out in the past.

Players remember quests like Beyond the Beef, and rightly so, because it’s a very fun quest with a lot of interesting ways to approach and resolve it. What players don’t remember, because they weren’t there, is how long Beyond the Beef took to complete, and the impact it had on the designers’ schedule and the project as a whole. And players don’t remember the cut content, some of it the product of months of a designer’s time, because it was hopelessly broken or inherently not fun to play through. When I write this, it’s not to put blame at on the quest designers. It’s my responsibility to review their work and to approve or disapprove it.

On a game like F:NV, which was almost half-my-career-ago, I very often said, “I don’t think you should do that,” or “I wouldn’t do that,” with an explanation of why and some suggestions for alternative approaches. These days, I am more likely to say, “Don’t do that,” because I have seen 10 out of 12 soft warnings go ignored and yield some really tremendous headaches and heartaches.

In contrast, when I see young teams (and by this I mean inexperienced developers with inexperienced leads) working, I am often pleasantly reminded of what naïveté can produce - as long as you have the time and money to burn through your mistakes.

I talk with and visit a lot of teams at other companies, and there are some high profile developers I’ve visited where their design process is less of a process and more of an ad hoc “fling shit at the wall” experiment that goes on for 3-5 years. Sometimes the cost of this is just time, which is money. Sometimes the cost is polish. Sometimes the cost is burning out half a generation of young developers. Sometimes it’s all of these things.

If you’ve never been at the helm when your project goes so over-budget that the company is in serious peril, this might not seem like a big deal. If you’ve never been in charge when the game comes out and gets slammed for being sloppy, buggy, and messy - when a reviewer straight-up says the team that worked massive overtime to get the game out “phoned it in” - this might not seem like a big deal. And if you haven’t watched the people on your team, people for whom you were responsible, get burned-out or laid off because of crunch, or stress, or a project cancelation, it also might not seem like a big deal.

But if you have been in that position, it’s hard to see the consequences of inaction and not try to mitigate them, consciously or unconsciously, by pushing for more tried-and-true approaches to design. I’m not saying it’s an objectively good thing, but it is, I think, a natural reaction for leaders who see things go wrong over and over.

Personally, I do hope we take more chances at Obsidian in the future, whether it’s on big projects or small ones. Some of this will involve putting less experienced people in leadership roles. Limiting the project scope itself also helps. Small projects and DLCs are easier to experiment with in good conscience because the impact on the company will probably be low if it fails. But when it comes to our big projects, our more experienced leads will have to be more open-minded about letting certain things wander a little bit. There are additional layers of experience and perspective that I will (hopefully) gain if I remain in the industry another 5, 10, 15 years. Hopefully that will allow me and other people working in leadership positions at the company to let people take more risks in good conscience.

I want to help people make the right kinds of mistakes.
 
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Roguey

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One of my favorite bicycle frame builders is Richard Sachs.

Yeah, I bet.

when a reviewer straight-up says the team that worked massive overtime to get the game out “phoned it in”

Nearly a decade later and that dumb RPS review still has him seething (not that I can blame him).

(and you can certainly spend a lot of time phoning something in, see also the Pillars saga :P)
 

Tigranes

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Josh talks about risk aversion in that response in terms of his own experience of personally getting more experience, understanding what can cause massive headaches and fuck up the project later on, and nipping those things in the bud.

I would also say it reflects changes in the industry as a whole, not just personal age or experience. It's one thing to have a seasoned designer lead junior designers on, as Josh says, "flinging shit at wall to see what sticks" to create your game - it's quite another for your ambitious junior designers to come into a process where quest iteration, approval, etc. is far more formalised into some kind of process.

I'd love to see how exactly a quest is proposed, assigned, developed, reviewed, etc. across different developers, from 90's Interplay to nuObsidian to, hell, the Skyrim team, and see what are the differences.
 

Roguey

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what revio?
https://www.rockpapershotgun.com/2010/10/21/wot-i-think-fallout-new-vegas/
There’s a distant sound that can be heard throughout your time with New Vegas. Quieter than the cheery 1930s pop hits that warble from your radio, quieter even than the chirps of night-time insects, or the long gasps of wind blowing across the wasteland. It is the sound of Obsidian phoning this game in. I’m talking long distance, reversed charges, not-giving-a-fuck.
 

Butter

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I'd love to see how exactly a quest is proposed, assigned, developed, reviewed, etc. across different developers, from 90's Interplay to nuObsidian to, hell, the Skyrim team, and see what are the differences.

"Todd, I've got this great idea. You're gonna love it. There's this dungeon, see? And it's full of skeletons. And the player has to get to the end of the dungeon, because there's a sword there. Not just any sword, though. This sword belongs to a guy in town, who wants it back. So the player fights through endless waves of skeletons and then grabs the sword and leaves!"
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
I think he pretty clearly says that as people in leading positions became older, the choices became "safer".
 

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