{"id":826373,"date":"2025-12-10T04:51:40","date_gmt":"2025-12-10T04:51:40","guid":{"rendered":"http:\/\/MfzCnoENT7NXmaGuNJKien"},"modified":"2025-12-10T04:51:40","modified_gmt":"2025-12-10T04:51:40","slug":"fallout-new-vegas-director-reveals-that-game-balance-is-mostly-vibes-based-says-he-only-used-a-weapons-spreadsheet-for-maybe-a-couple-of-months","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/fallout-new-vegas-director-reveals-that-game-balance-is-mostly-vibes-based-says-he-only-used-a-weapons-spreadsheet-for-maybe-a-couple-of-months\/","title":{"rendered":"Fallout: New Vegas director reveals that game balance is &#8216;mostly vibes based&#8217;, says he only used a weapons spreadsheet &#8216;for maybe a couple of months&#8217;"},"content":{"rendered":"<article>\n<p>It would be nice to live in a world that makes sense, wouldn&apos;t it? One where you could easily reduce the issue of weapons balance to points on a spreadsheet, defeating the issue of game design with the raw power of maths. Unfortunately we don&apos;t live in that world, as backed up by Fallout: New Vegas&apos; director Josh Sawyer\u2014who recently dispensed a grain of wisdom: Balancing is &#8220;mostly vibes based&#8221;.\u00a0<\/p>\n<p>This uncomfortable reminder was delivered via a recent YouTube video on the <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.youtube.com\/watch?v=1B4ohziRWKo\">devel<\/a><a data-analytics-id=\"inline-link\" href=\"https:\/\/www.youtube.com\/watch?v=1B4ohziRWKo\" target=\"_blank\" rel=\"noopener\">o<\/a><a data-analytics-id=\"inline-link\" href=\"https:\/\/www.youtube.com\/watch?v=1B4ohziRWKo\">per&apos;s channel<\/a> (thanks, <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.gamesradar.com\/games\/fallout\/fallout-new-vegas-director-says-his-approach-to-weapon-balance-is-mostly-vibes-based-because-the-important-thing-is-to-see-how-things-feel-in-practice\/\" target=\"_blank\" rel=\"noopener\">GamesRadar<\/a>). Responding to a question he&apos;d received on Tumblr, Sawyer gave a big shrug, stating that he doesn&apos;t &#8220;really believe in spending a huge amount of time, prior to people playing the game, in &apos;simulation land&apos;. Because it doesn&apos;t really matter.&#8221;\u00a0<\/p>\n<div class=\"youtube-video\" data-nosnippet >\n<div class=\"video-aspect-box\"><iframe data-lazy-priority=\"low\" data-lazy-src=\"https:\/\/www.youtube.com\/embed\/1B4ohziRWKo\" allowfullscreen><\/iframe><\/div>\n<\/div>\n<p>Sawyer recalls that, during development of Fallout: New Vegas, he&apos;d set up a spreadsheet to tweak the game&apos;s weapons. However, it was more a case of sketching before drawing the rest of the game development owl: &#8220;I made a spreadsheet [that] listed out weapons by ammo type, and then I did some relative comparisons to damage threshold values \u2026 I used it for, maybe, a couple of months.&#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:1339px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:70.65%;\"><img loading=\"lazy\" decoding=\"async\" id=\"EvFBdABa86UwkCWWnfdY7i\" name=\"Screenshot 2024-05-03 115112.png\" alt=\"A video screenshot of Joshua Sawyer's latest video on weapons balancing.\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/05\/fallout-new-vegas-director-reveals-that-game-balance-is-mostly-vibes-based-says-he-only-used-a-weapons-spreadsheet-for-maybe-a-couple-of-months.png\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"1339\" height=\"946\" attribution=\"\" endorsement=\"\" class=\"expandable\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Joshua Sawyer on YouTube.)<\/span><\/figcaption><\/figure>\n<p>Sawyer says that the last time he accessed the doc was &#8220;March of 2010&#8221; which, as he says, was &#8220;well in advance of the game shipping.&#8221; New Vegas released in October 2010, meaning the veteran dev was flying by the seat of his irradiated pants for over half a year.\u00a0<\/p>\n<p>&#8220;Ultimately, it&apos;s about the practical effect of it in the game,&#8221; Sawyer argues. &#8220;You just play around with it.&#8221; While he doesn&apos;t completely scrap the idea of making dedicated test levels to rinse the numbers, &#8220;most of what I did I would do within [actual] game levels. I would run around in the area around Vault 3, and then go into Vault 3 and test the weapons against the enemies in that area.<\/p>\n<p>&#8220;To me that&apos;s really the important thing, to see how those things feel in practice.&#8221;<\/p>\n<p>This isn&apos;t exactly new wisdom. Earlier this year, Doom (2016)&apos;s creative director Hugo Martin responded to a question about how the dev team balanced the destructive BFG. <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/doom-2016s-creative-director-reveals-the-secret-to-balancing-the-iconic-bfg-during-a-major-charity-speedrun-uh-we-dont\/\">Simply put, they didn&apos;t<\/a>: &#8220;it&apos;s a great gun, iconic to the franchise, but it is the &apos;kill everything button&apos;.&#8221;<\/p>\n<p>While it&apos;s only weapons-adjacent, we&apos;ve also seen this in practice with Helldivers 2, after recent tweaks to solo missions had players feeling overwhelmed by the new <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/helldivers-2-devs-explain-why-solo-missions-have-more-patrols-now-the-intention-is-that-one-player-has-14th-of-the-patrols-they-had-16th\/\">abundance of patrols<\/a>. While Arrowhead Games points out that players were previously only getting 1\/6th of the enemy regiments that a team of four would get, it likely didn&apos;t <em>feel <\/em>that way before the change due to other factors.<\/p>\n<p>As Sawyer notes, &#8220;once you get player feedback, you have to listen to the player feedback&#8221;, though he rightly points out that doesn&apos;t &#8220;necessarily mean acting on it.&#8221;\u00a0<\/p>\n<p>Despite scrapping the spreadsheet eventually, Sawyer still sees it as a valuable part of the process: &#8220;Most of it is really about taking your best shot at a spreadsheet, laying it out, and then trying things out within the levels and seeing how it feels.&#8221;<\/p>\n<p>Now in fairness\u2014Fallout: New Vegas is a single-player RPG, where the balance between various options matters less than making sure everything&apos;s viable at a baseline. If a player never stumbles into a broken combo then they&apos;re less likely to get mad because, as the old adage says, what you don&apos;t know can&apos;t hurt ya.\u00a0<\/p>\n<p>Weapons mouthfeel is still of vital importance in multiplayer games, but it&apos;ll more often fall to the wayside in favour of an even playing field. Finding out the level said field should be at, though, can be very difficult, like when a change to one of Destiny 2&apos;s guns <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/why-destiny-2s-elites-vs-casuals-balance-drama-missed-the-point\/\">proved controversial in 2022<\/a> because it was nerfed for raid reasons\u2014though just as balancing itself is susceptible to vibes, so were the community&apos;s knee-jerk reactions. Sawyer&apos;s probably right, it&apos;s vibes all the way down.<\/p>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/fallout\/fallout-new-vegas-director-reveals-that-game-balance-is-mostly-vibes-based-says-he-only-used-a-weapons-spreadsheet-for-maybe-a-couple-of-months\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>It would be nice to live in a world that makes sense, wouldn&apos;t it? One where you could easily reduce the issue of weapons balance to points on a spreadsheet, defeating the issue of game design with the raw power of maths. Unfortunately we don&apos;t live in that world, as backed up by Fallout: New Vegas&apos; director Josh Sawyer\u2014who recently dispensed a grain of wisdom: Balancing is &#8220;mostly vibes based&#8221;.\u00a0 This uncomfortable reminder was delivered via a recent YouTube video on the developer&apos;s channel (thanks, GamesRadar). Responding to a question he&apos;d received on Tumblr, Sawyer gave a big shrug, stating that he doesn&apos;t &#8220;really believe in spending a huge amount of time, prior to people playing the game, in &apos;simulation land&apos;. Because it doesn&apos;t really&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/fallout-new-vegas-director-reveals-that-game-balance-is-mostly-vibes-based-says-he-only-used-a-weapons-spreadsheet-for-maybe-a-couple-of-months\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":826374,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[1667,748,34],"class_list":["post-826373","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-fallout","tag-games","tag-rpg"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Fallout: New Vegas director reveals that game balance is &#039;mostly vibes based&#039;, says he only used a weapons spreadsheet &#039;for maybe a couple of months&#039; | Arcader News<\/title>\n<meta name=\"description\" content=\"It would be nice to live in a world that makes sense, wouldn&amp;apos;t it? 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