Chris Avellone on Kickstarter and Wasteland 2

Brother None

This ghoul has seen it all
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GamesIndustry has an interview with Obsidian's Chris Avellone on Kickstarter and Wasteland 2.<blockquote>Q: You've said that you're really enjoying the project, and that you're a big fan of Wasteland and know Brian pretty well - I presume you've got a fairly collaborative ethos when it comes to working?

Chris Avellone: That's pretty much how it's panned out so far. It's been pretty free-form with the story design, the area division, the flow of the adventure. Everyone's in a very collaborative mood - we just bounce ideas off each other, there's not much "we don't like this."

Brian knows Wasteland better than anybody, so I do defer to him on direction and feel of things if there ever is any doubt - he knows the product better than I do. I'm a huge fan and I enjoy designing for it, but at the end of the day it's Brian's original vision for Wasteland that made it so well received so I listen.

Q: You obviously experienced it first as a player - you must be able to give Brian an interesting insight into how people perceived it.

Chris Avellone: Yeah, and a lot of the guys are playing it again and charting their experiences, writing walkthroughs and everything. I played the whole game through again as soon as I knew I was getting involved with the project and it's still just as much fun as it was in high school. I was pretty surprised because I thought it might suffer from Last Starfighter syndrome, where I thought it was amazing as a kid then watched it again and thought, "maybe I didn't know what I was talking about!"

Q: It must be odd working on Wasteland 2 after the modern Fallout - how do you keep Fallout ideas from cross-contaminating?

Chris Avellone: I actually discovered that Fallout was much more limiting than working on Wasteland, for a number of reasons. One is that the production pipeline is much more limiting now, in terms of what you can do, the second is that Fallout comes with a number of genre limitations. It's very important, for example to maintain that '50s sci-fi vibe. You can't lose that or you lose Fallout. In Wasteland, that's one of the parameters that's removed, you can do a fun post-apocalyptic game and have a lot more freedom with what you want to do. Wasteland 1 was full of crazy, fun stuff to do. I don't know if you can do that in Fallout and get away with it.</blockquote>
 
Brother None said:
GamesIndustry has an interview with Obsidian's Chris Avellone on Kickstarter and Wasteland 2.<blockquote>Q: You've said that you're really enjoying the project, and that you're a big fan of Wasteland and know Brian pretty well - I presume you've got a fairly collaborative ethos when it comes to working?

Chris Avellone: That's pretty much how it's panned out so far. It's been pretty free-form with the story design, the area division, the flow of the adventure. Everyone's in a very collaborative mood - we just bounce ideas off each other, there's not much "we don't like this."

Brian knows Wasteland better than anybody, so I do defer to him on direction and feel of things if there ever is any doubt - he knows the product better than I do. I'm a huge fan and I enjoy designing for it, but at the end of the day it's Brian's original vision for Wasteland that made it so well received so I listen.

Q: You obviously experienced it first as a player - you must be able to give Brian an interesting insight into how people perceived it.

Chris Avellone: Yeah, and a lot of the guys are playing it again and charting their experiences, writing walkthroughs and everything. I played the whole game through again as soon as I knew I was getting involved with the project and it's still just as much fun as it was in high school. I was pretty surprised because I thought it might suffer from Last Starfighter syndrome, where I thought it was amazing as a kid then watched it again and thought, "maybe I didn't know what I was talking about!"

Q: It must be odd working on Wasteland 2 after the modern Fallout - how do you keep Fallout ideas from cross-contaminating?

Chris Avellone: I actually discovered that Fallout was much more limiting than working on Wasteland, for a number of reasons. One is that the production pipeline is much more limiting now, in terms of what you can do, the second is that Fallout comes with a number of genre limitations. It's very important, for example to maintain that '50s sci-fi vibe. You can't lose that or you lose Fallout. In Wasteland, that's one of the parameters that's removed, you can do a fun post-apocalyptic game and have a lot more freedom with what you want to do. Wasteland 1 was full of crazy, fun stuff to do. I don't know if you can do that in Fallout and get away with it.</blockquote>

I hope they dont go too crazy though...
 
Brother None said:
at the end of the day it's Brian's original vision for Wasteland that made it so well received

Huh. To hear Ken St. Andre tell it, BF pitched a general WW3 premise, after which St. Andre and Stackpole wrote an original scenario, designed the areas and worked out the technical aspects with Alan Pavlish.
 
Per said:
Brother None said:
at the end of the day it's Brian's original vision for Wasteland that made it so well received

Huh. To hear Ken St. Andre tell it, BF pitched a general WW3 premise, after which St. Andre and Stackpole wrote an original scenario, designed the areas and worked out the technical aspects with Alan Pavlish.


Surely it was a collaborative effort, not solely Fargo's vision? That kinda irked me too. :shrug:
 
Fargo did design some areas, and I'm sure he had a hand in the creative vision, but to the best of my knowledge, if one single person should be identified as the creative force behind Wasteland it's St. Andre.
 
I think they're talking specifically about Wasteland 2, not the original? Because Brian's been the one who has had the vision for it all these years and trying to get it made and stuff? Or not? The wording is odd.
 
Heh, you're right, it is oddly phrased. If it's talking about Wasteland 2, Fargo is definitely the driving force.

Still, he's talking about who he checks with if he wants to know certain ideas work. Fargo is the main brain there, just like he was with Wasteland and many other Interplay projects, he is the central authority to keep things consistent, but Per is also right that others, particularly Stackpole and St Andre, are "more" responsible for the original concept.

But Fargo did design work on it and there's no reason to dismiss him. Simple fact is inXile employs all these people, and they can all be checked in with by any developer to help keep Wasteland 2 authentic to what Wasteland was.
 
Radman said:
I hope they dont go too crazy though...

How crazy is too crazy though? Like a lot of the humour and craziness of wasteland was buried in prose or in those little cartoon images of people. Some of it was even in the decoy paragraphs, which let them get away with crazy zany fun stuff that was even a bridge too far for the game. Wasteland was really a game that benefited from the severe technical limitations of its time.

Now that those limitations are gone, I don't think Wasteland 2 is going to be a game with as many different, separate-but-interrelated channels for conveying content. And I think that calls for a more consistent tone, which is means having to settle in a way that I don't think they really did with Wasteland 1.
 
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