RPG players are conditioned to think they're 'built different', says Josh Sawyer, so some of them hate it when games like Pillars of Eternity tell them they can't do something

Title: Exploring Player Reactions to Eothas in Pillars of Eternity 2: Deadfire

Pillars of Eternity 2: Deadfire found itself at position #40 on the PC Gamer Top 100 chart, showcasing its prominence in the RPG category. Despite its acclaim, the game faced critiques, particularly regarding its ending, which left a segment of players feeling unsatisfied. The narrative centered around the god Eothas, who began a destructive resurgence, compelling players to confront what seemed an inevitable disaster.

In discussions led by director Josh Sawyer, it became clear that a significant thematic choice was made: stopping Eothas was never an option. Sawyer emphasized that players were explicitly informed of their inability to halt his plans. Despite this, many players, accustomed to traditional RPG milestones where protagonists often supersede obstacles, felt frustrated by Deadfire’s conclusion.

Throughout the game, players undertook a journey filled with crucial decisions and impactful story arcs, yet ever aware that their actions wouldn’t culminate in a victory over a being as powerful as Eothas. Players could affect the world in meaningful ways, but the heavy weight of divine power overshadowed their capabilities. This story element served as a critique of typical role-playing tropes, which often endow heroes with unmatched agency to alter their destinies.

Sawyer articulated a desire to challenge the notion of boundless power that protagonists often exhibit in gaming. He pointed out that while players might wield incredible abilities, essential human and societal challenges, like famine or warfare, are beyond even their grasp, regardless of how powerful they may feel. The gods within Deadfire, including Eothas, exhibit manipulation, showing that even players’ hard-won strength pales compared to the whims of divine entities.

This thematic exploration added to the game’s richness but also distinguished it from player expectations. Sawyer noted that this approach was not intended to frustrate gamers but to instigate reflection about the limits of one’s power—highlighting that not every narrative needs to culminate in triumph.

Ultimately, while some players viewed the ending as a letdown, it resonated deeply for others, establishing Deadfire as a standout title in both challenge and narrative depth.

Editorial: This discussion about player perceptions sheds light on how gaming narratives can defy expectations, enriching the overall experience by delving into complex themes of power and agency.