RPG legend confirms: this was the biggest mistake of Pillars of Eternity sequel. Baldur's Gate 3 pointed out as a model

During a conversation with our editor at Digital Dragons, Josh Sawyer talked about which elements of Pillars of Eternity 2 he is proud of and which he regrets.

Adrian Werner

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RPG legend confirms: this was the biggest mistake of Pillars of Eternity sequel. Baldur's Gate 3 pointed out as a model, image source: Microsoft.
RPG legend confirms: this was the biggest mistake of Pillars of Eternity sequel. Baldur's Gate 3 pointed out as a model Source: Microsoft.

During this year's Digital Dragons, Josh Sawyer from Obsidian Entertainment studio gave an interview to our editor. The developer talked about, among other things, what worked in Pillars of Eternity II: Deadfire, and what didn't.

  1. Sawyer is pleased with the visual design and believes it's the most beautiful isometric 2D game. He's also proud of how well they managed to address the theme of colonialism. He also believes that the team has well-developed gameplay mechanics, especially the AI of enemies and companions, as well as the multiclass system.
  2. The dev admits that the players are right to criticize the main storyline and takes the blame for it.
  3. In retrospect, Sawyer regrets that the studio didn't decide to abandon 2D in favor of three-dimensional graphics. Although the pre-rendered backgrounds in Pillars of Eternity 2 are beautiful, they severely limit the gameplay. As he explains:

I think if we did go into a 3D environment, we could patch up one of the things that's really lacking. Because it is isometric, there's no sense of height, and the environment can't be that dynamic. When you compare it to something like BG3, you realise it's such a huge part of the appeal. I think, at some point, I would like to see a game that used all those Deadfire mechanics, plus more environmental mechanics, elevation hazards, and dynamic terrain stuff. That could be super-cool.

If Josh Sawyer gets the chance to work on Pillars of Eternity III in the future, he'd like it to be an isometric game with full 3D graphics, similar to what BG3 offers.

  1. "I don't feel good about the industry, but I feel good about the ability for people to create games that can find an audience." Interview with Josh Sawyer
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Adrian Werner

Author: Adrian Werner

A true veteran of the Gamepressure newsroom, writing continuously since 2009 and still not having enough. He caught the gaming bug thanks to playing on his friend's ZX Spectrum. Then he switched to his own Commodore 64, and after a short adventure with 16-bit consoles, he forever entrusted his heart to PC games. A fan of niche productions, especially adventure games, RPGs and games of the immersive sim genre, as well as a mod enthusiast. Apart from games, he devourers stories in every form - books, series, movies, and comics.

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