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Gather Your Party asked some interesting questions to Fallout 2/Fallout: New Vegas/Wasteland 2 designer Chris Avellone. There's way too much to quote everything that's relevant to this website, so I invite people to just read the full interview. Here's a snip anyway:<blockquote>Mark: I imagine things have been pretty exciting for you now that you’re going to be involved in Wasteland 2. Can you tell us a bit of what you’ll be doing and what kind of role you might be playing in its development?
Chris: I’m doing a bunch of things so far, more than I expected. I’m helping with the vision doc, designing opening areas and the area design process, and helping build templates for dialogues and area specs. My contribution isn’t nearly as much as Fargo, Findley, Keenan and the rest of the inXile team, however.
When not doing physical design, I offer feedback and critiques and forward any random tidbits and elements I’ve dug out of my latest Wasteland 1 playthrough (“Remember when there used to be a West Germany?” “Hey, Reagan had a hover tank named after him!” “Needles used carrier pigeons as their communications center?!”).
Overall, I’m at inXile about 1.5-2 days during the week, either in design meetings, checking out Unity, or typing away on my headphones, and I love it.
(...)
Mark: Speaking of post-apocalyptic survival, you did a lot in the development of Fallout: New Vegas and its DLC. Which of the add-ons were you happiest with how it came out and which one do you felt you would have wanted to give more time? Which was your favorite as a designer and as a player?
Chris: I enjoyed Dead Money and Old World Blues most as a designer, and Old World Blues most as a player. I think, against internal expectations (including mine), Old World Blues turned out better than we expected. I felt we’d be burned at the stake by including that much clown-nose-honking humor in the Fallout universe. Still, we figured after the oppressive and desperation in Dead Money and Lonesome Road, a little levity was the shift the title needed.
Mark: Old World Blues was also my favorite. I took the Wild Wasteland perk so I knew what I was getting into. Was there any add-on you wanted to put even more time on?
Chris: All of them. I suppose Dead Money was the one that felt like it didn’t have enough time whether it came across that way or not (it’s why we had many of the restrictions the DLC had in terms of equipment stripping and not being able to return). I’m not certain more time would have helped Lonesome Road, as it was a resource issue more than a more time issue. Old World Blues felt like it had enough time to cook, in my opinion, and there were very few things I wish we could have put in – I felt like we got everything we wanted in there, plus more (the appliances in the Sink).</blockquote>Spotted on the Obsidian Entertainment forums.
Chris: I’m doing a bunch of things so far, more than I expected. I’m helping with the vision doc, designing opening areas and the area design process, and helping build templates for dialogues and area specs. My contribution isn’t nearly as much as Fargo, Findley, Keenan and the rest of the inXile team, however.
When not doing physical design, I offer feedback and critiques and forward any random tidbits and elements I’ve dug out of my latest Wasteland 1 playthrough (“Remember when there used to be a West Germany?” “Hey, Reagan had a hover tank named after him!” “Needles used carrier pigeons as their communications center?!”).
Overall, I’m at inXile about 1.5-2 days during the week, either in design meetings, checking out Unity, or typing away on my headphones, and I love it.
(...)
Mark: Speaking of post-apocalyptic survival, you did a lot in the development of Fallout: New Vegas and its DLC. Which of the add-ons were you happiest with how it came out and which one do you felt you would have wanted to give more time? Which was your favorite as a designer and as a player?
Chris: I enjoyed Dead Money and Old World Blues most as a designer, and Old World Blues most as a player. I think, against internal expectations (including mine), Old World Blues turned out better than we expected. I felt we’d be burned at the stake by including that much clown-nose-honking humor in the Fallout universe. Still, we figured after the oppressive and desperation in Dead Money and Lonesome Road, a little levity was the shift the title needed.
Mark: Old World Blues was also my favorite. I took the Wild Wasteland perk so I knew what I was getting into. Was there any add-on you wanted to put even more time on?
Chris: All of them. I suppose Dead Money was the one that felt like it didn’t have enough time whether it came across that way or not (it’s why we had many of the restrictions the DLC had in terms of equipment stripping and not being able to return). I’m not certain more time would have helped Lonesome Road, as it was a resource issue more than a more time issue. Old World Blues felt like it had enough time to cook, in my opinion, and there were very few things I wish we could have put in – I felt like we got everything we wanted in there, plus more (the appliances in the Sink).</blockquote>Spotted on the Obsidian Entertainment forums.