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Now Playing: Pillars Of Eternity II: Deadfire Video Review
Despite solid reviews and strong pre-orders, Deadfire sold worse than the first game, Sawyer added. That leaves Obsidian scratching its head for answers.
“Is it because the first game satisfied the existing need and the audience just wasn’t interested in the second? Is it because awareness was lower for the sequel? Is it because despite the strong reviews and the strong sales for the first game, people didn’t ‘really’ like it? Maybe it’s a combination of all of these things,” Sawyer said.
Sawyer went on to say that because Obsidian doesn’t fully understand why Deadfire failed to sell at a better level, that makes it hard to move forward with the series. Had the game been a critical failure, then the studio could know that perhaps more time spent in development would be needed for the next game. But Deadfire reviewed well with critics; the game has an 88 on Metacritic compared to an 89 for the original game.
Some have said Pillars of Eternity could have benefited from abandoning the real-time with pause (RTwP) battle mechanics, but Sawyer said this did not hurt sales.
“I’m sure some of the people reading this think they know precisely why Deadfire sold worse than Pillars 1. I don’t have that confidence, which is one of several reasons why I am leery about trying to direct a sequel,” Sawyer said. “I couldn’t give our (Obsidian’s) audience the game that they wanted and without understanding where I went wrong, I would be guessing at what the problems are and how to remedy them.”
Replies flooded in after Sawyer posted this blog post, and here are some other takeaways that he shared on Twitter:
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