Brian Fargo, Josh Sawyer, and Gordon Walton on the history and future of RPGs

The Bard's Tale

Going back to something Gordon said, I think there are a lot of people who’ve been playing games for a long time, and grow up, they’re totally happy to play games four hours long and ten hours long at the high end. They’ll pay 20, 30, 50 bucks for that, and they get their emotional payoff from it and they’re cool. Are you guys interested in making an RPG that maybe has the gameplay sophistication of a Wasteland or a Pillars but is a much shorter game in general? Those are big-ass games that you’ve delivered.

Fallout New Vegas - dorky orc

Are there any non-RPGs recently you’ve played that you think have interesting ideas that could be incorporated in the kind of games you guys make?

BF: I find making RPGs is like being a decathlete. We have to be really good at ten events but it’s hard to be world class at any particular one because you don’t get to hyper-focus on one thing. So I’ll see some strategy game that’s super narrow and tight, it can be Darkest Dungeon or This War of Mine, where they’re creating some mood or doing some kind of survivability sort of thing that I really really like, and so I will see things in individual games like that that I really like and learn from, basically. But we do have the challenge that we have to manage all these different things. We can’t just be one single thing. We have to make the variables work across combat, across conversation, across 100 hours. It’s a very different kind of experience to build. For me, it’s absolutely the most difficult.

JS: I would say a thing that I find interesting is, I really like the trend toward experience-based—I’m not even gonna say ‘games’—virtual experiences. And so I do mean games like Gone Home or Cibele or Tacoma or, I just played Firewatch. Those are really interesting because, again, they’re super narrowly focused, and because their focus is really on evoking an experience they can really, really hone in and try to focus on just accomplishing a very small subset of things. It’s so radically different from making a role-playing game, because we’re so crunchy and so all over the place, and I like that. It’s weird, because I see a lot of grogs out there that really hate those sort of virtual experience type games, and they’re like, ‘Don’t you hate them?’ I’m like, ‘No, I think they’re cool. They're just another type of game, and I think it is cool that people already make them.’

Actually, another one that I played where it was such a good marriage of concept and mechanics is Papers, Please! So good. You have this mechanical process but it’s tying it into the choices that you make in a very clean way. It was such a good marriage of the high concept and the low-level mechanics, working together in a way where it’s like, ‘Yeah, dude, you’re just letting people through a checkpoint but you’re also kind of dehumanizing people, or you’re maybe saving them, or you’re accepting bribes,’ because you have to go home, take care of your sick wife and all this other stuff. You can get caught by the government.

Games like that, where they’re really focusing on accomplishing a very small subset of things, I think those are really really cool, and it’s something that, making RPGs, it’s very hard to do that. AAA games can’t really afford to do that because they need to be very mass appeal, but I love seeing those games in practice.

Or Nidhogg. That game is insane. That little dueling game. It’s so simple but it’s so focused and crazy, and you hear people—the best Nidhogg videos are ones where you hear the people playing it and their voices and they’re going insane. That’s such a great thing. So I love all of these super-focused games.

BF: They’re doing stuff with VR now where it’s going to track if people get frustrated. So you’ll get more benefit of, like, if they get pissed off and raise their hands it’ll recognize that and really sell it to you, so you can really dance on their grave. I think that’s just so funny.

Next page: Brian asks a question of his own, and we wrap things up with a vague half-tease from Josh.

Wes Fenlon
Senior Editor

Wes has been covering games and hardware for more than 10 years, first at tech sites like The Wirecutter and Tested before joining the PC Gamer team in 2014. Wes plays a little bit of everything, but he'll always jump at the chance to cover emulation and Japanese games.


When he's not obsessively optimizing and re-optimizing a tangle of conveyor belts in Satisfactory (it's really becoming a problem), he's probably playing a 20-year-old Final Fantasy or some opaque ASCII roguelike. With a focus on writing and editing features, he seeks out personal stories and in-depth histories from the corners of PC gaming and its niche communities. 50% pizza by volume (deep dish, to be specific).