Abstract
Problem: Should RPGs restrict content based on player build choices and in-game actions, or should all content be accessible in a single playthrough?
Approach: Tim Cain examines four arguments for and four arguments against restricting content, drawing on his experience designing highly reactive RPGs like Fallout and The Outer Worlds.
Findings: Restricted content creates reactive worlds, makes player choice meaningful, strengthens player-character connection, and drives replayability — but it complicates narrative pacing, game balance, completion guarantees, and alienates players who fear missing content. Neither approach is objectively correct; it depends on your design pillars.
Key insight: If "player choice matters" is a design pillar, you must be willing to hide content from players — otherwise the promise of meaningful choice rings hollow.
1. What Counts as Restricted Content
Tim defines restricted content as game content the player cannot access based on build choices or in-game actions — not difficulty settings or options menus.
1.1. Build-Based Restrictions
- Skipping a skill like Lockpick means you may never see certain chests, rooms, entire maps, or even quests that require that skill as a prerequisite
- Class or race selection can lock or unlock entire NPC reaction sets
1.2. Action-Based Restrictions
- Joining one faction that's enemies with another cuts off the rival faction's content
- Killing an NPC can deactivate their quests and downstream quests that reference them
- Wearing certain armor (e.g., intimidating bandit gear) triggers unique NPC reactions that other players never see
1.3. New Game Plus (Briefly Noted)
Some games restrict classes, perks, or difficulty modes until a second playthrough. Tim acknowledges these but focuses the discussion on within-playthrough restrictions.
2. Four Pros of Restricting Content
2.1. Reactive World
When the game responds to player choices — commenting on your race, class, armor, or actions — the world feels alive. Tim emphasizes that non-reactivity is also part of this: if you're wearing plain leather, nobody says anything, which makes the reactions to unusual choices more meaningful.
2.2. Player Choice Matters
This is central to Tim's design philosophy. If every build can see all content regardless of choices, you cannot reinforce to players that their decisions have consequences. Restricted content is the mechanism that gives weight to player agency.
2.3. Stronger Player-Character Connection
When the world reacts to choices — even cosmetic ones like red hair getting NPC comments — players feel a stronger bond with their character and the game world. Tim suggests that games players describe as feeling "no connection" may simply lack reactivity.
2.4. Replayability
Tim explicitly designed his games around this. Seeing what happens when you play evil, join a different faction, or watch different end slides makes the game worth replaying. But if a second playthrough changes nothing significant, the replayability evaporates.
3. Four Cons of Restricting Content
3.1. Most Players Never Finish
Steam achievement data consistently shows that a majority of RPG players never reach the ending, let alone replay. Investing development resources in replayability features means spending money on content most players will never experience.
3.2. Narrative Pacing Becomes Difficult
Narrative designers think in terms of carefully paced emotional moments. If powerful story beats live in restricted content, some players will never experience them. The alternative — putting all major moments in unavoidable content — undermines the reactivity goal. It's a genuine tension.
3.3. Balancing Is Much Harder
System designers struggle when item delivery channels, creature encounters, and gear availability depend on player choices. You can't assume the player has any particular item or has seen any particular encounter, which makes difficulty tuning significantly more complex.
3.4. Fear of Missing Content
Many players read build guides (full of spoilers) before ever playing, specifically to avoid suboptimal builds. Learning that a game permanently locks content — "you'll never get the mega bazooka because you didn't take Lockpick" — can drive players away entirely. Even restricting seemingly harmless content can lose you players.
4. Tim's Position
Tim openly states he falls "hard on the pro restricted content side." He wants heavily reactive games where player choices matter. But he presents both sides fairly and acknowledges the core tension: restricted content appeals to some players and repels others, and there's no universal answer.
His ultimate advice: make the game you want. Every design feature will have supporters and detractors. The decision should flow from your design pillars, not from trying to please everyone.
5. References
- Tim Cain. YouTube video. https://www.youtube.com/watch?v=WX9sih4_o9o