{"id":1620066,"date":"2026-06-29T19:40:33","date_gmt":"2026-06-29T19:40:33","guid":{"rendered":"http:\/\/3htFKnNvyifQQ87oH3FLoA"},"modified":"2026-06-29T19:40:33","modified_gmt":"2026-06-29T19:40:33","slug":"new-vegas-director-josh-sawyer-says-games-can-and-should-pull-on-artistic-inspirations-from-anywhere-and-everywhere-greek-plays-they-knocked-it-out-of-the-park-thousands-of-years-ago-w","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/new-vegas-director-josh-sawyer-says-games-can-and-should-pull-on-artistic-inspirations-from-anywhere-and-everywhere-greek-plays-they-knocked-it-out-of-the-park-thousands-of-years-ago-w\/","title":{"rendered":"New Vegas director Josh Sawyer says games can and should pull on artistic inspirations from &#8216;anywhere and everywhere&#8217;: &#8216;Greek plays, they knocked it out of the park thousands of years ago\u2014why not look at them?&#8217;"},"content":{"rendered":"<article>\n<p>Videogames: They&#8217;re cool because they make us feel things\u2014like how cool it is to be a cowboy\u2014or think about things\u2014like which things are worth carrying around while being a cowboy.<\/p>\n<p>Or at least, that&#8217;s what Obsidian design director Josh Sawyer says in <a href=\"https:\/\/www.youtube.com\/watch?v=3vqTjCKx2VI\" target=\"_blank\">his latest YouTube video<\/a>, adding yet more yield to his recent crop of game development wisdom by explaining the place of artistic inspiration in the game design process.<\/p>\n<div class=\"youtube-video\" data-nosnippet >\n<div class=\"video-aspect-box\"><iframe data-lazy-priority=\"high\" data-lazy-src=\"https:\/\/www.youtube-nocookie.com\/embed\/3vqTjCKx2VI\" allowfullscreen><\/iframe><\/div>\n<\/div>\n<p>In the video, Sawyer responds to a question from a viewer who&#8217;d noticed that most of his YouTube uploads are primarily focused on systems design in granular, mechanical terms and wanted to know where and how much he draws on artistic inspiration.<\/p>\n<p>Asked whether game design is more a process of injecting art into design systems or designing systems around art, Sawyer provided what he said is &#8220;sort of the copout answer&#8221;: Artistic inspiration, he said, is a constant throughout the process.<\/p>\n<p>The &#8220;heart of the design process,&#8221; he says, is an understanding that &#8220;you&#8217;re trying to get a person to think or feel something about something&#8221;\u2014and not just whether or not they&#8217;re having fun.<\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:3840px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"pqSwiAEXsdEneAz5nCz86M\" name=\"newvegas.png\" alt=\"New Vegas key art.\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/06\/new-vegas-director-josh-sawyer-says-games-can-and-should-pull-on-artistic-inspirations-from-anywhere-and-everywhere-greek-plays-they-knocked-it-out-of-the-park-thousands-of-years-ago-why.png\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"3840\" height=\"2160\" attribution=\"\" endorsement=\"\" class=\"inline expandable\"><a href='https:\/\/arcader.org\/wp-content\/uploads\/2026\/06\/new-vegas-director-josh-sawyer-says-games-can-and-should-pull-on-artistic-inspirations-from-anywhere-and-everywhere-greek-plays-they-knocked-it-out-of-the-park-thousands-of-years-ago-why.png' target='_blank' class='expand-button icon-expand-image icon' ><\/a><\/p>\n<\/div>\n<\/div>\n<\/figure>\n<p>&#8220;There&#8217;s a lot of things you want the player to think about or experience or feel. And I would say that&#8217;s true of art and all media,&#8221; Sawyer said. &#8220;That&#8217;s kind of the goal. You&#8217;re sharing something to evoke thoughts or thought processes or an emotional experience.&#8221;<\/p>\n<p>Where games differ from those other kinds of media, however, is that players often spend orders of magnitude more time with a single game than they would with even a three-hour movie. As a result, for someone like Sawyer, whose development history includes games that &#8220;are over 100 hours easily,&#8221; pursuing that goal requires &#8220;constantly reevaluating&#8221; not just how major set piece sequences, climactic story beats, and companion interactions are accomplishing the intended player experience, but also whether it&#8217;s being reinforced by the moment-to-moment systems and gameplay that will take up the bulk of a player&#8217;s time.<\/p>\n<p>That could mean adding looping reloads and hammer-fanning animations to Fallout: New Vegas to help it realize its &#8220;really cowboy&#8221; player fantasy. In a game like <a href=\"https:\/\/www.pcgamer.com\/pentiment-review\/\">Pentiment<\/a>, where the player&#8217;s choices can lead to characters&#8217; executions, Sawyer said it was a matter of &#8220;continually going back and asking ourselves is this achieving the intended emotional effect. We wanted the player to feel like making that decision was hard\u2014that they had evidence they were weighing and they were thinking, reflecting about &#8216;Do I feel okay making this decision? Do I feel okay sending this person instead of that person? Am I okay with the fact that I don&#8217;t really have a choice or way out of this?'&#8221;<\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:2560px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"L556F4oPqdPVaa6NNjMd5R\" name=\"20221222185400_1.jpg\" alt=\"Andreas questions a blind nun in her garden\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/06\/new-vegas-director-josh-sawyer-says-games-can-and-should-pull-on-artistic-inspirations-from-anywhere-and-everywhere-greek-plays-they-knocked-it-out-of-the-park-thousands-of-years-ago-why.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"2560\" height=\"1440\" attribution=\"\" endorsement=\"\" class=\"inline expandable\"><a href='https:\/\/arcader.org\/wp-content\/uploads\/2026\/06\/new-vegas-director-josh-sawyer-says-games-can-and-should-pull-on-artistic-inspirations-from-anywhere-and-everywhere-greek-plays-they-knocked-it-out-of-the-park-thousands-of-years-ago-why.jpg' target='_blank' class='expand-button icon-expand-image icon' ><\/a><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Microsoft)<\/span><\/figcaption><\/figure>\n<p>Meanwhile, the names of Chanter abilities in Pillars of Eternity were constructed to feel like snippets of the songs, poems, and plays that were fixtures in its cultures&#8217; collective consciousnesses to provoke the player to imagine what their plots and authors were like. Other design decisions, like those around inventory systems, are less concerned with producing emotional effects, and more about putting the player into different cognitive modes.<\/p>\n<p>&#8220;Inventory systems make you stop sneaking and murdering and climbing and doing all the core, in-the-world mechanics and then look at a menu\u2014which you could say is immersion-breaking,&#8221; Sawyer said. &#8220;But it does have an effect on your cognitive activity. You&#8217;re doing something else. You&#8217;re thinking about things in terms of value and weight and stacks and all these other things. You&#8217;re just evaluating things in a way that you aren&#8217;t when you&#8217;re going through the world.&#8221;<\/p>\n<p>All those choices, he says, are informed by artistic inspiration, leveraging the &#8220;certain symbolism and emotional connection&#8221; that we attach to images, archetypes, tropes, and aesthetic styles we&#8217;ve seen elsewhere.<\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:2560px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"dpL3CmFWQosKS89tC8tiHW\" name=\"hi res page art\" alt=\"Pillars of Eternity party on bridge before ruins by waterfall.\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/06\/new-vegas-director-josh-sawyer-says-games-can-and-should-pull-on-artistic-inspirations-from-anywhere-and-everywhere-greek-plays-they-knocked-it-out-of-the-park-thousands-of-years-ago-why-1.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"2560\" height=\"1440\" attribution=\"\" endorsement=\"\" class=\"inline expandable\"><a href='https:\/\/arcader.org\/wp-content\/uploads\/2026\/06\/new-vegas-director-josh-sawyer-says-games-can-and-should-pull-on-artistic-inspirations-from-anywhere-and-everywhere-greek-plays-they-knocked-it-out-of-the-park-thousands-of-years-ago-why-1.jpg' target='_blank' class='expand-button icon-expand-image icon' ><\/a><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Obsidian)<\/span><\/figcaption><\/figure>\n<p>In his own work, Sawyer says he draws on a wide range of inspirations. In Fallout: New Vegas&#8217; Honest Hearts DLC, he said he was channeling Robert Bolt&#8217;s character-writing from his screenplays for Lawrence of Arabia and The Mission. In Pentiment, he pulled on the &#8220;agonizing&#8221; moral and ethical turmoil of classical theater: &#8220;Greek plays, they knocked it out of the park thousands of years ago\u2014why not look at them?&#8221;<\/p>\n<p>Also on his list are Sondheim musicals, medieval illuminated manuscripts (surprise), the Modigliani and Wyeth art books that his bronze sculptor father had in his collection, the striking simplicity of a Rothko painting\u2014even the misinterpreted lyrics of a Florence and the Machine song.<\/p>\n<p>&#8220;So yeah, you can pull inspiration from anywhere and everywhere,&#8221; Sawyer said. &#8220;And I think it can be continual\u2014and probably should be continual\u2014throughout the process of working on anything.&#8221;<\/p>\n<div style=\"min-height: 250px;\">\n<div class=\"kwizly-quiz kwizly-Oqv5ZX\"><\/div>\n<\/p><\/div>\n<p> <script src=\"https:\/\/kwizly.com\/embed\/Oqv5ZX.js\" async><\/script><\/p>\n<div class=\"product\"><a data-dimension112=\"0921385a-39d7-4f8f-9eac-40830f89934b\" data-action=\"Deal Block\" data-label=\"2026 games\" data-dimension48=\"2026 games\" target=\"_blank\" rel=\"nofollow\"><\/p>\n<figure class=\"van-image-figure \" >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:661px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:98.94%;\"><img loading=\"lazy\" decoding=\"async\" id=\"6offQUY4CXebir2TC27dMd\" name=\"kingdom come 2 square\" caption=\"\" alt=\"\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/06\/new-vegas-director-josh-sawyer-says-games-can-and-should-pull-on-artistic-inspirations-from-anywhere-and-everywhere-greek-plays-they-knocked-it-out-of-the-park-thousands-of-years-ago-why-2.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"661\" height=\"654\" attribution=\"\" endorsement=\"\" credit=\"\" class=\"\"><\/p>\n<\/div>\n<\/div>\n<\/figure>\n<p><\/a><\/p>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/new-pc-games-2026\/\" target=\"_blank\" data-dimension112=\"0921385a-39d7-4f8f-9eac-40830f89934b\" data-action=\"Deal Block\" data-label=\"2026 games\" data-dimension48=\"2026 games\" data-dimension25=\"\"><strong>2026 games<\/strong><\/a>: All the upcoming games<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-pc-games\/\" target=\"_blank\"><strong>Best PC games<\/strong><\/a>: Our all-time favorites<br \/><a href=\"https:\/\/www.pcgamer.com\/the-50-best-free-pc-games\/\" target=\"_blank\"><strong>Free PC games<\/strong><\/a>: Freebie fest<br \/><a href=\"https:\/\/www.pcgamer.com\/best-fps-games\/\" target=\"_blank\"><strong>Best FPS games<\/strong><\/a>: Finest gunplay<br \/><a href=\"https:\/\/www.pcgamer.com\/best-rpgs-of-all-time\/\" target=\"_blank\"><strong>Best RPGs<\/strong><\/a>: Grand adventures<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-co-op-games\/\" target=\"_blank\"><strong>Best co-op games<\/strong><\/a>: Better together<\/p>\n<\/div>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/new-vegas-director-josh-sawyer-says-games-can-and-should-pull-on-artistic-inspirations-from-anywhere-and-everywhere-greek-plays-they-knocked-it-out-of-the-park-thousands-of-years-ago-why-not-look-at-them\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Videogames: They&#8217;re cool because they make us feel things\u2014like how cool it is to be a cowboy\u2014or think about things\u2014like which things are worth carrying around while being a cowboy. Or at least, that&#8217;s what Obsidian design director Josh Sawyer says in his latest YouTube video, adding yet more yield to his recent crop of game development wisdom by explaining the place of artistic inspiration in the game design process. In the video, Sawyer responds to a question from a viewer who&#8217;d noticed that most of his YouTube uploads are primarily focused on systems design in granular, mechanical terms and wanted to know where and how much he draws on artistic inspiration. Asked whether game design is more a process of injecting art into design&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/new-vegas-director-josh-sawyer-says-games-can-and-should-pull-on-artistic-inspirations-from-anywhere-and-everywhere-greek-plays-they-knocked-it-out-of-the-park-thousands-of-years-ago-w\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1620067,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[748],"class_list":["post-1620066","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-games"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.9 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>New Vegas director Josh Sawyer says games can and should pull on artistic inspirations from &#039;anywhere and everywhere&#039;: &#039;Greek plays, they knocked it out of the park thousands of years ago\u2014why not look at them?&#039; | Arcader News<\/title>\n<meta name=\"description\" content=\"Videogames: They&#039;re cool because they make us feel things\u2014like how cool it is to be a cowboy\u2014or think about things\u2014like which things are worth carrying\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/arcader.org\/news\/new-vegas-director-josh-sawyer-says-games-can-and-should-pull-on-artistic-inspirations-from-anywhere-and-everywhere-greek-plays-they-knocked-it-out-of-the-park-thousands-of-years-ago-w\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"New Vegas director Josh Sawyer says games can and should pull on artistic inspirations from &#039;anywhere and 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