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Josh Sawyer: Retailers Killed Classic RPGs by Declaring Them Unsellable

Josh Sawyer: Retailers Killed Classic RPGs by Declaring Them Unsellable
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The Retail Gatekeepers: How Sellers Nearly Killed Classic RPGs, According to Josh Sawyer

Legendary game designer Josh Sawyer, a titan behind Obsidian Entertainment and the creative force behind Fallout: New Vegas and the Pillars of Eternity series, has voiced a bold assertion: the near-demise of classic RPGs wasn't a player-driven phenomenon, but rather a casualty of retail gatekeeping. In his view, it was the major retail chains that effectively choked the life out of these beloved genres by deeming them unmarketable, thereby stifling their evolution for years.

Sawyer, speaking at GCAP 2025, vividly recalled the early 2000s, a period when game studios were inextricably tied to the whims of brick-and-mortar stores. "The reason we stopped making games on the Infinity Engine," he explained, referring to the foundational technology behind iconic titles like Baldur's Gate and Icewind Dale, "was because retailers declared no one wanted to buy them. We asked for the research, and the response was essentially, 'Just trust us.'" This arbitrary decree from the sales floor meant that developers had to navigate a landscape where publishers were hesitant to defy retailers, fearing that their games wouldn't even secure shelf space, thus jeopardizing their very release and the studio's financial survival.

The Dawn of Digital and a Genre's Renaissance

The advent of digital distribution platforms, spearheaded by Steam, dramatically reshaped the gaming industry's power dynamics. This seismic shift liberated developers from the clutches of traditional retail, granting them the unprecedented ability to connect directly with players worldwide. This disintermediation removed the inherent risk of being overlooked by physical storefronts, allowing niche genres to find their audience and thrive.

Pillars of Eternity stands as a testament to this digital renaissance. The game not only found a dedicated player base but continues to receive significant updates, demonstrating the enduring appeal of its classic RPG roots. The fact that Steam recently hosted a dedicated sale for isometric games further underscores this resurgence, signaling a clear market demand that was once dismissed.

New Freedoms, New Challenges: The Battle for Visibility

While digital distribution has undeniably revitalized genres once considered obsolete, it has also introduced a new set of formidable challenges. Sawyer acknowledges that in today's oversaturated market, the primary hurdle is no longer the creation of a compelling game, but rather ensuring it gains the attention it deserves. The sheer volume of releases makes cutting through the noise an arduous task for developers, regardless of their genre.

Despite these contemporary obstacles, the landscape of RPGs is more vibrant than ever. Genres that were once prematurely eulogized are now flourishing. This resurgence is evident not only in the colossal success of titles like Baldur's Gate 3, a modern masterpiece that recaptured the magic of its predecessors, but also in the rise of critically acclaimed indie gems such as SKALD: Against the Black Priory, which embraces a retro aesthetic and deep narrative.

Echoes of the Past: Single-Player Games Under Scrutiny

Interestingly, the conversation about genres being unfairly labeled as "dead" echoes sentiments expressed by other industry leaders. Larian Studios CEO Swen Vincke, the driving force behind Baldur's Gate 3, has also spoken out against the notion that single-player games are no longer viable. While retail chains may have nearly buried classic RPGs a decade ago, Vincke suggests that single-player experiences today face a different kind of threat: a perceived lack of imagination in their design. This indicates a recurring theme in the industry: the struggle for genres to be recognized and valued based on their inherent merit rather than outdated market assumptions.

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Post is written using materials from / pcgamer /

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