
Josh Sawyer, the reported lead for Obsidian's upcoming Fallout title, argues that RPGs should provoke a 'sense of agony' rather than serve as power fantasies. His comments, drawn from a recent YouTube video, have reignited debates about meaningful choice and emotional complexity in role-playing games.
In a gaming landscape dominated by power fantasies and god-like progression, an unexpected voice is calling for a return to emotional vulnerability. Josh Sawyer, the celebrated director behind Fallout: New Vegas and reportedly the lead for Obsidian’s upcoming Fallout title, argues that role-playing games should prioritize a ‘sense of agony’ over the satisfaction of becoming an all-powerful being. Speaking in a recent YouTube video, his comments have ignited a critical conversation about the very purpose of RPGs—challenging the industry to focus on meaningful, often painful choices that resonate long after the game ends rather than simply offering players an unobstructed path to victory.
Sawyer’s central thesis is simple: the best role-playing games don’t make you feel powerful; they make you feel conflicted. In his view, a sense of agony—the weight of a difficult decision, the awareness of a missed opportunity, or the regret of a path not taken—is what elevates an RPG from a dopamine dispenser to a genuinely memorable experience. He describes this as ‘a sense of agony’ (Rock Paper Shotgun), encapsulating the idea that players should grapple with their choices rather than simply bask in their triumphs.
Instead of presenting the player with a clear moral binary where one choice is obviously correct and the other disastrously wrong, Sawyer’s vision suggests more nuanced dilemmas. Imagine deciding the fate of a faction not between ‘save’ or ‘destroy,’ but between two tragic outcomes where both ally and enemy suffer. The agony comes from knowing a third option might exist, but the game—through its world and rules—forces you to pick one. This design philosophy puts storytelling and consequence above simple progression, asking players to inhabit their characters with genuine emotional investment.
Games like Disco Elysium and The Witcher 3 have already demonstrated the commercial viability of emotionally complex narratives. What Sawyer is proposing fits into this broader movement—but for the Fallout universe, it would be a particularly bold reinvention. The wasteland is already a place of loss and hardship; placing the player in a state of perpetual moral agony could make it even more immersive.
Obsidian Entertainment has long been associated with player-driven narrative complexity, and no title exemplifies that better than Fallout: New Vegas. Sawyer’s leadership on that project delivered one of the most reputation-heavy, choice-consequent games in the Fallout franchise. In the same video, he remarked that ‘you can’t feed the world with a set of laser eyeballs’ (Rock Paper Shotgun), hinting that even the most extreme in-game power is futile if it lacks a meaningful connection to the world.
New Vegas’s many factions, detailed crime systems, and branching storylines often denied players a perfect, clean ending. This tradition could return in full force. The reported new Fallout game from Obsidian is already under intense scrutiny. With fans craving a return to the rich narrative complexity of New Vegas, Sawyer’s stated focus on emotional depth rather than raw power could mark a sea change in the series’ direction. Players accustomed to the more streamlined power progression of recent installments may find themselves facing a grittier, more morally ambiguous wasteland.
The tension between power fantasy and emotional complexity defines much of modern RPG design. Traditionally, RPGs have leaned heavily on the power fantasy: leveling up, acquiring legendary gear, and becoming an unstoppable force. This model is proven and popular, but Sawyer’s comments suggest a growing hunger for something more. Trend data supports this shift: RPG design focus on emotional complexity and meaningful choices has been rising from 2020 to 2025.
For technology professionals and enthusiasts, this design philosophy represents a sophisticated model of interactive storytelling that leverages player psychology and system design. Instead of optimizing for combat balance or loot economies, developers must craft branching narrative trees with weighted outcomes, reputation systems that track subtle player actions, and economies that reflect scarcity and moral trade-offs. This is not just game design—it’s applied behavioral economics and narrative engineering.
‘You can’t feed the world with a set of laser eyeballs’ underscores a fundamental truth: power without context is hollow. In software terms, it’s like building a feature with immense computational efficiency that solves the wrong problem. Sawyer is arguing for a shift in priority from raw capability to meaningful application.
If Sawyer’s vision fully materializes, the upcoming Obsidian Fallout game could feature some of the most challenging decision-making systems in the series. Players may encounter scenarios where there is no ‘reward’ except the next moral quandary. Combat might not be the primary problem-solver; instead, dialogue, reputation, and resource management could take center stage.
‘A sense of agony’ might manifest in systems that remind players of their failures: a graveyard for fallen companions, a radio broadcast denouncing their actions, or a formerly friendly faction turning hostile due to a misunderstood earlier choice. These mechanics ensure that the emotional weight persists and deepens over time.
Josh Sawyer’s call for a ‘sense of agony’ in RPGs is more than a provocative statement—it’s a blueprint for a new kind of interactive narrative. By rejecting the all-powerful god-splatterer archetype in favor of emotional vulnerability, Obsidian’s reported Fallout title could redefine what it means to play a role-playing game. For gamers tired of becoming invincible heroes, this shift promises a more mature, nuanced experience where every decision feels significant. The key takeaway is clear: in the future of RPGs, it’s not about how powerful you are—it’s about how much your choices hurt. This philosophy challenges both developers and players to embrace discomfort as a driver of engagement, and it might just produce the most memorable Fallout entry yet.



Josh Sawyer means players should experience emotional weight and difficulty when making choices in role-playing games. Instead of feeling powerful, players should feel conflicted, regretful, or invested due to morally complex decisions.
Traditional RPG power fantasies focus on player achievement and growth, often with clear right and wrong choices. Sawyer's approach emphasizes nuanced dilemmas where every option has drawbacks, forcing players to accept painful trade-offs rather than satisfying triumphs.
Disco Elysium is a prime example, with its deeply psychological decisions and lack of clear victories. The Witcher 3 also features morally ambiguous quests where outcomes often leave players questioning their choices, reflecting the 'agony' Sawyer advocates.
In a Fallout game, this could mean faction conflicts with no ideal solution, quests that require sacrificing allies or resources, and a world where player actions lead to unintended suffering. The wasteland setting already supports emotional hardship, but this would center it in the core gameplay loop.
Josh Sawyer is a veteran designer celebrated for Fallout: New Vegas, known for its player choice and consequence. His advocacy for emotional complexity influences industry conversations and could steer future RPGs toward more mature, narrative-focused design.