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Josh Sawyer says Fallout: New Vegas has deathclaws in Cazador as a warning to Fallout 3 players expecting another easy ride: 'You can't just slide all over the map and not feel the heat'

Balancing games is a tricky business—just ask Helldivers 2 developer Arrowhead about that. Generally speaking, games need to put up enough of a challenge to keep players engaged without unduly punishing them when they get out of line, a mystical zone of difficulty sometimes casually referred to as «fun.» In a new video on the topic, Josh Sawyer discusses his approach to Fallout: New Vegas, saying he wanted to ensure the game was a bit more of a challenge for players than Fallout 3 or Skyrim—but that he couldn't just crank up the numbers to make it happen.

«This is a controversial statement I'm going to make,» Sawyer says in the new video, before taking a long, dramatic exhale and dropping his nearly-too-hot-for-YouTube take:. «Fallout 3 was not a hard game. There. Skyrim is also not a hard game. These games are not—the combat is not super-challenging.»

That «lack of friction,» Sawyer says, is a big part of why Skyrim has become essentially a forever game for so many players: «You can wander around the whole map to your heart's content and with a few exceptions you're probably not going to die. You might have to slam a bunch of food and potions and things like that, but it's a real low-friction gameplay experience. And I would say the same also applies to Fallout 3. There's a lot of scaling in the game and pretty quickly you can feel extremely strong and you can steamroll lots of stuff.»

Upping the ante for New Vegas was a tricky business, Sawyer explains, because you can't just crank up some numbers and call it a day. «Difficulty is more than just tuning weapon values and damage values and creature hit point values and things like that. It's more than that. Behavior, environment, there's a lot of stuff that goes into it.»

With New Vegas, Obsidian opted to tone down the scaling to make the beginning of the game more challenging, and to make it clear to players through not-so-subtle signals that they'd need to conduct themselves a little more cautiously. «That's one

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