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Josh Sawyer Discusses Avowed Armor Systems and Development Challenges 2026

⚡ Quick Facts
  • Game: Avowed
  • Developer: Obsidian Entertainment
  • Release Date: 2025-02-18
  • Platforms: PC, Xbox Series S/X

Josh Sawyer, the long-standing design director at Obsidian Entertainment, has provided a candid perspective on the armor mechanics found in the studio's latest RPG, Avowed. In a recent discussion regarding the development of the title, which was released on February 18, 2025, for PC and Xbox Series S/X, Sawyer clarified that the final iteration of the armor system did not reflect his initial design philosophy. As a veteran of the industry with over 25 years of experience, Sawyer’s critique centers on the disconnect between the intended progression gating and the actual player experience within the game.

Understanding the Josh Sawyer Avowed Armor Design Critique Explained

The conversation regarding the internal workings of Avowed emerged from a recent video on Sawyer’s personal channel, where he addressed the complexities of creating armor systems in role-playing games. While Sawyer served in an advisory capacity and contributed a limited amount of writing to the project, his insight into the development process remains significant. He noted that the team’s goal was to implement a tiered system that would require players to consistently seek out equipment upgrades as they progressed through the game. However, Sawyer acknowledged that the execution of this system was met with resistance from players, leading to various adjustments in post-launch patches.

At In Game News, we have followed the evolution of Obsidian Entertainment titles for years. Our coverage of the studio's output often highlights the technical challenges inherent in balancing modern RPG systems. According to Sawyer, the primary friction point within the Avowed armor mechanics involved the secondary damage threshold. This mechanic was intended to provide a flat damage reduction following the initial percentage-based reduction. The difficulty, as Sawyer explained, stemmed from the fact that this threshold did not scale effectively alongside the rapid increase in damage values, which could reach up to 20 times their base level throughout the game.

The Influence of Darklands on RPG Design

A recurring theme in Sawyer’s design philosophy is his appreciation for the 1992 RPG Darklands. When asked if the Avowed armor system is inspired by Darklands, the answer from a design perspective is that Sawyer explicitly aimed for that style of simulation rather than the system that ultimately made it into the game. In his view, the Darklands approach offers a more historical and simulative framework where specific weapon types—such as those dealing piercing or bludgeoning damage—interact directly with armor materials like leather, chain, or plate.

In the system Sawyer envisioned, if a player’s armor type was superior to the incoming weapon damage, the result would be minimal damage taken. This creates a clear, logical relationship between gear choices and combat effectiveness. By contrast, the system implemented in Avowed struggled because it attempted to force progression through numerical thresholds that failed to keep pace with the game's overall power growth. You can find more details on how these design choices impact the broader genre in our RPG coverage.

Technical Challenges in Avowed Development

The development of Avowed saw several shifts in leadership and vision, with Carrie Patel serving as the game director. Patel, who was previously known for her work on Pillars of Eternity and The Outer Worlds, oversaw the project until her departure from Obsidian Entertainment in 2025. Sawyer’s comments reflect the reality of large-scale game development, where initial design intentions must often be adapted to meet the constraints of the final product.

The issues with damage scaling were not merely theoretical; they manifested as tangible pain points for players shortly after the game’s release. The necessity for patches indicates that the team recognized the limitations of the flat damage reduction system. Sawyer noted that in many other RPGs, damage progression is handled with more modesty, allowing for a more consistent relationship between defensive gear and incoming threats. In Avowed, the rapid scaling of damage values rendered the intended defensive gating less effective than the design team had hoped.

Key Differences in Design Philosophies

  • Intended Design: A tiered progression system based on historical simulation, similar to Darklands.
  • Actual Implementation: A system utilizing percentage-based and flat damage reduction thresholds.
  • Scaling Issues: The flat damage reduction did not scale with the 20x increase in base damage values.
  • Resolution: Several mechanics were adjusted or removed in post-launch patches to address player feedback.

This transparency from a senior developer provides a rare look into the iterative nature of game design. For those interested in the history of the studio, we have documented similar development cycles in our Obsidian Entertainment archives. While the armor system in Avowed may not have reached the specific goals Sawyer set out in his earlier internal discussions, the process highlights the constant tension between simulation-heavy mechanics and the demands of modern, fast-paced action RPGs.

Frequently Asked Questions

Why is Josh Sawyer criticizing Avowed armor mechanics?

Josh Sawyer noted that the armor system in Avowed did not align with his original vision for a tiered progression gate and faced balancing issues due to how damage values scaled.

Is Avowed armor system inspired by Darklands?

Josh Sawyer has stated that he preferred a system similar to the 1992 RPG Darklands, which featured a more simulative, historically-grounded approach to weapon and armor interaction.

What did Josh Sawyer say about Avowed armor systems?

Sawyer explained that the armor system was intended to force players to upgrade gear throughout the game, but the implementation of flat damage reduction thresholds proved difficult to balance against high-scaling damage values.

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By Senior Writer, In Game News
✓ Verified Analysis
Published: Jun 3, 2026  |  Platform: Gaming News  |  Status: Official News
Nintendo and Japanese game market correspondent. Covers Nintendo Switch 2, JRPGs, and Japan-originated gaming trends.