Home/News/What RPG Cities Cost Developers: Josh Sawyer Explains
News

What RPG Cities Cost Developers: Josh Sawyer Explains

Published: 2 hours ago•Updated Nov 2•0 Views
What RPG Cities Cost Developers: Josh Sawyer Explains

Players may see fewer urban RPGs unless developers find cost-effective ways to build dense cities, but those that do succeed can offer some of the most memorable experiences in gaming.

Players may see fewer urban RPGs unless developers find cost-effective ways to build dense cities, but those that do succeed can offer some of the most memorable experiences in gaming.

Key points - Josh Sawyer is Obsidian's studio design director. - He said a town costs 4x more per square foot than a dungeon in RPGs. - Sawyer cited Baldur's Gate 2, Disco Elysium, and Zero Parades as good urban RPG examples. - He noted Disco Elysium and Zero Parades didn't need as many combat encounters. - Urban RPGs like Vampire: The Masquerade and Cyberpunk 2077 had difficult development cycles.

Timeline - Recent: Josh Sawyer posts Q&A vlog on YouTube discussing RPG city design.

FAQ

Q: Why are RPG cities so expensive to make? A: According to Josh Sawyer, a town costs about 4x more per square foot than a dungeon due to the density of details, NPCs, and interactions required.

Q: What are some examples of RPGs with great cities? A: Sawyer mentioned Baldur's Gate 2's Athkatla, Disco Elysium, and Zero Parades. Others include Vampire: The Masquerade – Bloodlines, Cyberpunk 2077, and Baldur's Gate 3.

Q: Why don't more RPGs use modern urban settings? A: The high cost and design complexity of creating believable cities with combat encounters makes them riskier than traditional dungeon settings.

đź“° Related Articles