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Obsidian stuck to some fantasy conventions for Pillars of Eternity and Avowed because that's what people want: ''I didn't want to completely flip it and say, oh you want to play an elf? F**k you, this isn't your daddy's elf'
By Fraser Brown published
News At least the team still gave us orlans.

Obsidian director Josh Sawyer says it's a 'mistake' for RPGs to sacrifice crunchy 'sweaty boy' systems in favour of a 'one size fits all' game, since easier difficulties aren't too hard to make
By Harvey Randall published
News "With not a whole lot of effort, but just good planning, we can support a wide spectrum of players."

Despite always preferring turn-based combat in RPGs, Pillars of Eternity designer Josh Sawyer thinks a lack of experience and opportunity meant the studio couldn't pull off a similar swing to Larian taking Baldur's Gate turn-based
By Ted Litchfield published
"I guess we did South Park, but other than that, we hadn't done turn-based ever, really."

New Vegas lead Josh Sawyer thinks turn-based combat fell off in the 2000s due to a lack of 'tactical variation': Even Fallout 1 would 'get to the point where you're always doing nut shots and eye shots'
By Ted Litchfield published
news Real time with pause won the 2000s, but turn-based won the war.

Pentiment and Fallout: New Vegas designer Josh Sawyer isn't usually a fan of RPG romances, but thinks Cyberpunk 2077 nailed it: 'If I were gonna base romances on anything, I'd probably do something like that'
By Ted Litchfield published
looking for love "They have their own lives, but you keep coming back together to continue that storyline."

'A lot of people hate it, but I think it's fun': Eric Barone backs Stardew Valley's fishing minigame, but does admit that 'it starts too hard'
By Elie Gould, Wes Fenlon published
News They call me the Jeremy Wade of Stardew Valley.

'I kind of failed in that particular aspect': Eric Barone doesn't understand all the Pierre hate and wishes that he'd been 'a little bit more nuanced' when it came to creating JojaMart
By Elie Gould, Wes Fenlon published
News Pierre isn't all that bad, but JojaMart is.

Eric Barone says Stardew Valley was about 'the fundamentals of human sustenance,' while Haunted Chocolatier is about 'what's next': 'There's another realm of the human experience'
By Wes Fenlon published
News What if making chocolate wasn't a traditional crafting system, but more "intuitive?"

After getting Stardew Valley to 'a good place' with update 1.6, Eric Barone is now fully focused on his next game: 'I'm committed to not working on Stardew Valley until I'm done with Haunted Chocolatier'
By Andy Chalk, Wes Fenlon published
news Eric Barone's got a plan for getting Haunted Chocolatier across the finish line—or at least an idea.

You don't see the Havok logo much anymore, but the legendary physics middleware used in Half-Life 2 never went away—just the splash screens
By Tyler Wilde published
Interview An icon of 2000s gaming wants us to know that it's still being used in big games, even if SSDs mean hardly anyone has time to show its logo anymore.
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