Vedere il finale dei GdR non è poi così importante, secondo il director di Fallout: New Vegas e Pentiment

Vedere il finale dei GdR non è poi così importante, secondo il director di Fallout: New Vegas e Pentiment

Obsidian Entertainment’s Josh Sawyer, director of Fallout: New Vegas and Pentiment, argues that the ending of a role-playing game is less crucial than the journey, sparking debate among RPG fans.

Josh Sawyer, the celebrated director behind critically acclaimed RPGs Fallout: New Vegas and the recently released Pentiment, has ignited a discussion within the gaming community regarding the significance of game endings. In a recent interview, Sawyer expressed the belief that the overall player experience, the choices made and their consequences throughout the game, far outweigh the importance of a single, conclusive ending.

Sawyer’s perspective is grounded in his design philosophy. He argues that the branching narratives and player agency that define great RPGs should be prioritized above a meticulously crafted, singular conclusion. Instead of focusing on a single ‘perfect’ ending, he believes developers should concentrate on creating a rich tapestry of choices that meaningfully impact the game world and the player’s journey. The ending, in his view, should be a natural consequence of those choices, rather than the sole focus of the development process.

This statement has sparked considerable debate among RPG enthusiasts. Some wholeheartedly agree with Sawyer, asserting that the emotional impact and narrative immersion derived from the player’s decisions throughout the game are far more memorable and impactful than the final cutscene. They point to games like Fallout: New Vegas, known for its diverse endings and morally grey choices, as examples of successful RPGs where the journey truly matters more than the destination.

However, others argue that a strong and satisfying ending is crucial for providing closure and validating the player’s investment of time and effort. They maintain that a weak or unsatisfying ending can diminish the overall experience, regardless of how engaging the gameplay was. These critics argue that a well-crafted ending can elevate a game to greatness, providing a final sense of accomplishment and lingering emotional resonance.

Sawyer’s comments have also prompted reflection on the evolving nature of RPG design. The emphasis on player agency and emergent narratives, hallmarks of modern RPGs, seem to support Sawyer’s argument. However, the continued popularity of games with highly linear narratives and focused, singular endings indicates that there is still a significant audience that values a tightly controlled narrative arc.

Ultimately, Sawyer’s provocative statement highlights the ongoing conversation surrounding the core elements of effective RPG design. The debate surrounding the relative importance of journey versus destination in RPGs is likely to continue, enriching the discourse around what constitutes a truly impactful and memorable gaming experience. Whether you agree with Sawyer or not, his perspective compels a deeper examination of what makes an RPG truly compelling, and how developers can best utilize player agency and narrative freedom to craft truly memorable experiences.

Veteran game reviewer and news specialist, providing informed commentary and critical analysis of video games for 13 years. With expertise spanning diverse genres and platforms, he offer a nuanced perspective on the ever-evolving gaming landscape.

6 comments

comments user
Anya Petrova

I completely agree with Josh Sawyer. Pentiment, for example, was masterful in its storytelling – the ending felt like a natural conclusion to the journey, not a grand spectacle. It’s the subtle choices and their ripple effects that made the game memorable, not the final scene.

comments user
Mark Johnson

I’m on the fence. While I appreciate the focus on player agency in games like New Vegas, a truly impactful ending is essential for me. It’s the punctuation mark that validates my hours of investment. A weak ending can sour the whole experience, no matter how good the journey was.

comments user
Sarah Walker

Sawyer’s right. Think about it: how many times have we played games with amazing stories that had disappointing endings? The journey, the choices, the relationships you forge – these things stick with you way longer than a final cutscene.

comments user
David Lee

Total rubbish! A strong ending is paramount. It’s the resolution, the payoff for all the time and effort invested in the game. Without a satisfying conclusion, the entire experience feels incomplete and underwhelming. Games need both – great journey AND great ending.

comments user
Emily Carter

I think Sawyer’s point highlights a shift in game design. Modern RPGs often prioritize player choice and emergent storytelling, making the journey more important. Older RPGs, however, focused more on linear narratives and impactful endings. Both approaches can be valid depending on the game’s design goals.

comments user
John Smith

Sawyer’s perspective is too simplistic. It’s not an either/or situation. A great RPG needs BOTH a compelling journey AND a satisfying conclusion. The ending acts as a powerful catalyst, making the journey even more memorable by providing context and closure. Without a strong ending, the impact of the journey is significantly diminished.