Get all your news in one place.
100's of premium titles.
One app.
Start reading
PC Gamer
PC Gamer
Ted Litchfield

Despite always preferring turn-based combat in RPGs, Pillars of Eternity designer Josh Sawyer thinks a lack of experience and opportunity meant the studio couldn't pull off a similar swing to Larian taking Baldur's Gate turn-based

Eder and Pallegina from Pillars of Eternity looking heroic with mountains and dragon in the background.

When I spoke to Obsidian studio design director Josh Sawyer earlier this year, I got his take on the apparent ultimate victory of turn-based combat over real time with pause (RTWP), as well as why he thinks turn-based fell off in the first place.

This begged the question: With both Baldur's Gate 3 and Obsidian's Pillars of Eternity games serving as successors to the original, RTWP Baldur's Gates, how was Larian able to so successfully sell a turn-based pivot for the series, while Obsidian decided it had to stick to the original style?

Sign up to read this article
Read news from 100's of titles, curated specifically for you.
Already a member? Sign in here
Related Stories
Top stories on inkl right now
One subscription that gives you access to news from hundreds of sites
Already a member? Sign in here
Our Picks
Fourteen days free
Download the app
One app. One membership.
100+ trusted global sources.