RPG players are conditioned to think they’re ‘built different’, says Josh Sawyer, so some of them hate it when games like Pillars of Eternity tell them they can’t do something
PC Gamer reports that RPG designer Josh Sawyer believes some role-playing game players react badly when a game tells them they cannot do something, because the genre has trained them to see their characters as unusually capable or exceptional. The point matters because it speaks to a wider design tension in RPGs: whether games should prioritise player freedom and empowerment, or impose firmer limits to support challenge, realism, or narrative consistency.
The article centres on Sawyer’s argument that some players feel “built different” and therefore dislike restrictions in games such as Pillars of Eternity. From the material provided, the piece appears to frame this as a broader comment on player expectations in the RPG genre rather than a specific gameplay update or controversy. The main context is Sawyer’s experience with RPG design and his suggestion that resistance to limits comes from long-standing genre conventions that encourage players to expect special treatment.
- Josh Sawyer says RPGs train players to expect exceptional freedom.
- Some players dislike being told “no” in RPGs.
- The debate reflects a wider tension in RPG design.