
Obsidian studio design director Josh Sawyer recently shed light on a significant challenge in the realm of role-playing game development: the creation of believable urban settings. In a recent Q&A session, Sawyer explained that designing a city is substantially more resource-intensive than crafting a dungeon. This increased complexity and cost often deter developers from featuring contemporary urban environments in their RPGs, even though players frequently express a desire for such settings. The intricacies involved, from populating cities with a high density of non-playable characters to weaving extensive dialogue and unique visual elements, contribute to this elevated expense, posing a notable hurdle for studios aiming for immersive cityscapes.
Obsidian's Josh Sawyer Details the Financial and Creative Hurdles of RPG City Design
In a recent Q&A session on his YouTube channel, Obsidian studio design director Josh Sawyer addressed a common inquiry from RPG enthusiasts: the scarcity of contemporary urban settings in modern role-playing games. Sawyer, a veteran of game development from both Obsidian and Black Isle, revealed that the primary obstacle is the disproportionately high cost and complexity involved in creating believable city environments compared to other game locales. "Compared to a dungeon, generally speaking, a town is four times the expense per square foot," Sawyer stated, elaborating that this cost applies to maps of equivalent size.
Sawyer detailed the specific factors contributing to this increased expense. Cities require a high density of NPCs, each often needing unique dialogue, varied appearances, and complex routines to feel alive. This level of detail demands significant custom work in setup, scripting, and art assets, far exceeding what is typically needed for a dungeon. He cited Obsidian's past experiences, such as the development of Twin Elms in Pillars of Eternity, as examples where the team encountered significant cost overruns and pacing challenges due to the elaborate nature of urban areas. Despite the financial and developmental burdens, Sawyer acknowledged that creating such environments is certainly achievable, pointing to games like Baldur's Gate 2's Athkatla, Disco Elysium, and the Zero Parades series as successful examples of dense, believable urban settings, though noting the latter two often forgo extensive combat encounters, simplifying their design.
From a journalist's perspective, Sawyer's insights offer a valuable glimpse into the often-unseen challenges of game development. It's easy for players to request grand, sprawling cities, but understanding the immense effort and resources required puts into perspective why such settings are rare. His explanation highlights the delicate balance developers must strike between player expectations, creative ambition, and practical budget constraints. This information not only educates the gaming community but also fosters a greater appreciation for the craftsmanship involved in bringing these intricate virtual worlds to life, even when they opt for more dungeon-focused adventures.
