Entertainment news and discussion on TalkFuse.
Fallout veteran Brian Fargo says “I LOATHE companions that point out the obvious,” and that’s why his new RPG won’t feature an annoying sidekick
Brian Fargo, a veteran developer associated with the Fallout series, has said his forthcoming role-playing game will not include a conventional companion character who repeatedly explains obvious information to the player. He argues that such sidekicks can be irritating, suggesting the game will take a less intrusive approach to guiding players through its world and systems.
Fargo’s comments reflect a wider design debate in RPGs over how much direction players should receive and whether companion dialogue can undermine discovery. The article presents his stance as a deliberate response to a familiar genre trope: characters who provide constant hints or narration rather than allowing players to work things out independently.
In short
- Brian Fargo rejects overly instructive companion characters.
- His new RPG will avoid an “annoying sidekick”.
- The aim is to give players more room to discover things.
Steelman: both sides, in good faith
The strongest fair case each way — we don't pick a winner.
The case for
Intrusive companion guidance undermines the core appeal of RPGs: player agency and the satisfaction of discovery. Constantly explaining systems and obvious plot points patronises experienced players and breaks immersion. Trusting players to learn through exploration and interaction creates a more respectful, engaging experience that respects their intelligence and allows them to engage with mechanics at their own pace.
The case against
Companion guidance serves crucial accessibility functions, welcoming newer players and those unfamiliar with genre conventions into the experience. Not all players seek challenge through discovery; many value narrative engagement without friction. Dismissing companion explanations as merely annoying overlooks inclusive design principles that ensure diverse skill levels and preferences can enjoy the same game without struggling needlessly.
Explained simply
Brian Fargo is a long-time video game developer best known for his work on the Fallout series of role-playing games. In role-playing games, companion characters are non-player characters who travel with the main character throughout the game and provide dialogue, hints and assistance as the story progresses.
Fargo has announced that his forthcoming role-playing game will not feature a companion character who constantly explains obvious information to the player or points out things the player can already see. This reflects a frustration many players experience with games that include characters whose purpose is largely to spell out what the player should do next or how the game works, potentially undermining the enjoyment of discovery.
His position highlights a broader design question within the gaming industry about how much direction developers should provide to players. Some argue that constant guidance through companion dialogue makes games feel less engaging, whilst others believe such assistance is necessary to prevent confusion or frustration.