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Behind the Scenes of Fallout: New Vegas: Josh Sawyer on Skill Balance and Player Experience

June 29, 2026 JauntyM 0
Behind the Scenes of Fallout: New Vegas: Josh Sawyer on Skill Balance and Player Experience

In a recent chat on the Human Can Opener podcast, Josh Sawyer, the design director at Obsidian, opened up about how the team ensured balance in Fallout: New Vegas, especially when it came to skill checks in dialogues. He emphasized their goal to make sure that every character build had unique opportunities to shine throughout the game.

“Some folks think I’m overly focused on balance,” Sawyer remarked. “What I truly want is for players to create characters and genuinely enjoy the experience. Sure, a little strategy is important, but it’s frustrating when someone invests in a character concept only to find out they’ve built something ineffective.”

Back in the day, before studios like Owlcat and Larian hit the scene, Obsidian was pretty much the gold standard for RPG design. While BioWare often relied on a simple persuasion skill to navigate conversations, Obsidian took a different route. They allowed players to use a variety of unconventional skills in dialogues and interactions, like recruiting a sheriff for Primm through Science, Barter, or Speech in New Vegas. This diversity extended to combat, too. Sawyer pointed out how New Vegas revamped the Big Guns skill, breaking it down into Guns, Energy Weapons, and Explosives to encourage a variety of builds.

“I want players to feel like they can invest in skills that are supported throughout the game,” Sawyer explained. “A separate Big Guns skill would have led to a lack of relevant weapons, which was an issue in the original Fallout. If you opted for Big Guns back then, you’d be waiting ages for a decent weapon!”

When discussing skill checks, Sawyer noted that he aims to ensure that each RPG skill is “meaningful and useful.” He highlighted the importance of building trust with players, recalling how he often wondered if a game truly valued persuasion or if choosing a stealthy rogue would backfire. He applauded former Obsidian designer Eric Fenstermaker for ensuring that New Vegas offered a solid first impression, allowing players to believe that no matter how they built their character, they would still have exciting experiences.

“We wanted players to feel like, no matter their character’s build, they wouldn’t be let down,” Sawyer added. “We aim to keep things engaging and rewarding for everyone.”

However, he was quick to clarify that it’s not about achieving perfect balance. He introduced the concept of the “Karma Police,” an informal role within the design team. During development, they would review scripts—particularly dialogues—to check how often different skills are utilized. For instance, Sawyer mentioned, “If one skill has 40 checks and another has 28, that’s a solid start. We want to avoid having players invest in a skill that hardly gets any action throughout the game.”

As he wrapped up, Sawyer reflected on the differences between RPGs and tabletop games. Unlike game masters who can adapt in real-time, game designers have to anticipate player needs long before a game launches. He shared a fond memory of a college buddy who went above and beyond to accommodate one of his RPG characters, showcasing the kind of engaging interactions good game masters provide.

“What we strive for is to give players that sense of satisfaction when they make choices,” Sawyer concluded. “If you go on a Survival run, we want you to enjoy all the unique interactions that come with it.”

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