There is a new interview with Feargus Urquhart at E-Boredom, where he talks about different things here are some quotes:<blockquote>E-BOREDOM: How much of an influence was Wasteland on Fallout?
FEARGUS URQUHART: Well I think Brian Fargo always wanted to do another post-apocalyptic RPG, but EA owned the rights and Interplay was no longer developer. Plus, doing games in that genre attracts most game developers. It gives you the feeling of the old west, but a lot more lethal. That adds not just what you can do with weapons, but it creates a lot more tension in that there are things that are a hell of a lot more dangerous than you out there and you have to respect the wasteland. As for how much of direct influence, the guys thought about it, but more so they wanted to make their own game in that world. Plus they came up with a future-50's twist that really brought the look and feel of the world together.
E-BOREDOM: How is the gameplay in a console RPG different from a CRPG?
FEARGUS URQUHART: I think it depends on what you are looking for in a game. Some people find fast action more immersive, while others find a more tactical approach to gameplay to be their thing. So, I think the answer is that it really depends on the game, its execution and the gameplayer as to whether a game is more immersive than another.
As for gameplay, I'll go with the easy answer here in that in console RPGs you generally control the character directly, while on a PC you often click and the character goes where you click. It seems minor in some ways, but it changes a lot of how you design the game and what expectations people have. An example here is that in direct control, players expect more that when they press the Attack button that they will swing or fire their weapon right away and if there is an enemy in front of them or in their line of fire then they will hit them. With non-direct control, there is more an expectation that the character will move to where they can attack the enemy, either running up to them or moving to where they have a shot and that when the attack occurs and when it is successful is dependent more on the game system, i.e. rolling of dice. Now those distinctions are not so true with KOTOR and KOTOR2 and this is maybe why both console and PC players loved it. </blockquote>Now Fargo owns Wasteland tho, that could be interesting. Thanks goes out to Matt for informing me..
Link: Feargus interview@E-Boredom
FEARGUS URQUHART: Well I think Brian Fargo always wanted to do another post-apocalyptic RPG, but EA owned the rights and Interplay was no longer developer. Plus, doing games in that genre attracts most game developers. It gives you the feeling of the old west, but a lot more lethal. That adds not just what you can do with weapons, but it creates a lot more tension in that there are things that are a hell of a lot more dangerous than you out there and you have to respect the wasteland. As for how much of direct influence, the guys thought about it, but more so they wanted to make their own game in that world. Plus they came up with a future-50's twist that really brought the look and feel of the world together.
E-BOREDOM: How is the gameplay in a console RPG different from a CRPG?
FEARGUS URQUHART: I think it depends on what you are looking for in a game. Some people find fast action more immersive, while others find a more tactical approach to gameplay to be their thing. So, I think the answer is that it really depends on the game, its execution and the gameplayer as to whether a game is more immersive than another.
As for gameplay, I'll go with the easy answer here in that in console RPGs you generally control the character directly, while on a PC you often click and the character goes where you click. It seems minor in some ways, but it changes a lot of how you design the game and what expectations people have. An example here is that in direct control, players expect more that when they press the Attack button that they will swing or fire their weapon right away and if there is an enemy in front of them or in their line of fire then they will hit them. With non-direct control, there is more an expectation that the character will move to where they can attack the enemy, either running up to them or moving to where they have a shot and that when the attack occurs and when it is successful is dependent more on the game system, i.e. rolling of dice. Now those distinctions are not so true with KOTOR and KOTOR2 and this is maybe why both console and PC players loved it. </blockquote>Now Fargo owns Wasteland tho, that could be interesting. Thanks goes out to Matt for informing me..
Link: Feargus interview@E-Boredom