Dagon's Lair offers an interview with Brian Fargo on Wasteland 2 and his career, in both French and English.<blockquote>Will you stay totally « hardcore old school » or will you make Wasteland 2 evolve in some ways (which ?). Is there a risk to alienate less than 30 year old players staying too hardcore ?
We are not going to make the user rely on knowledge of 20 years ago and we aren’t going to treat the experience like it is an Apple 2 game. We just plan on offering a lot of cause and effect options that have been lost in many way and there is no way that such a thing should alienate anyone. Old school to me means less narrative/linear and more choices, less morality on telling you what to do and more tactical combat situations so I really am not worried if someone can figure the game out.
How far are you in Wasteland 2′s creation ? Just an idea ? Design documents ? Main scenario done ? … Will you create your game you have in mind or try to please most of fans’ demands on the ideas… ?
Quite a bit of work was done by Jason Anderson while he was here. Lots of locations, dialogue, characters and story ideas were flushed out. Now we are bringing the design team on like Stackpole, Avellone, Danforth etc. to fill in more of the personality. It is a similar process that we did with the first game. Most of the fans « demands » have really been around the systems and tone and not the specific story points.</blockquote>Thanks RPGCodex.
We are not going to make the user rely on knowledge of 20 years ago and we aren’t going to treat the experience like it is an Apple 2 game. We just plan on offering a lot of cause and effect options that have been lost in many way and there is no way that such a thing should alienate anyone. Old school to me means less narrative/linear and more choices, less morality on telling you what to do and more tactical combat situations so I really am not worried if someone can figure the game out.
How far are you in Wasteland 2′s creation ? Just an idea ? Design documents ? Main scenario done ? … Will you create your game you have in mind or try to please most of fans’ demands on the ideas… ?
Quite a bit of work was done by Jason Anderson while he was here. Lots of locations, dialogue, characters and story ideas were flushed out. Now we are bringing the design team on like Stackpole, Avellone, Danforth etc. to fill in more of the personality. It is a similar process that we did with the first game. Most of the fans « demands » have really been around the systems and tone and not the specific story points.</blockquote>Thanks RPGCodex.