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GameBanshee has put online an interview with Obsidian's Chris Avellone focused on his (and his company's) possible collaboration with inXile on Wasteland 2. Here's a couple of snippets:<blockquote>GB: Jason Anderson already spent a great deal of time working on Wasteland 2's storyline, and Brian Fargo has already made it pretty clear what the team's design goals are for the game. Assuming you'll reach the $2.1 million milestone, where does Obsidian Entertainment come in? Will you be tweaking existing story elements, adding more, or contributing in other areas?
Chris: It’s up to the design goals of the project. While Jason Anderson isn’t at inXile anymore, I have a lot of respect for Jason's story skills based on Fallout 1 and the story layouts for Fallout 2. I suspect I'd be doing area and narrative design, and fleshing out a piece of the wasteland, but we'll have to see what the needs of the project are.
Also, a game story is always a starting place - it provides an overarching vision for the game. If it’s anything like Obsidian’s narrative structure process, stories and areas get divided for individual designers to flesh out – it’s easy to say “Quartz is taken over by a gang that’s holding the mayor hostage,” or “New Reno is home to 4 mob bosses” but going from there is a long, fun design journey.
[...]
GB: Could Obsidian's Onyx engine handle a top-down/isometric perspective and a turn-based combat system like inXile is shooting for with Wasteland 2? If so, have you talked to Brian about the possibility of licensing your Onyx engine, if only to make it easier for you and the rest of the team at Obsidian to contribute content at a faster pace?
Chris: Sure. To be clear, the Onyx engine isn't being used for Wasteland 2 - that said, there's information and structure components we can share based on how we've constructed RPG mechanics (notably conversation systems and editors, for example) that Brian has expressed interest in and we'd be happy to provide metrics and layout suggestions for. All of the programming and coding is in inXile's hands, however, as our programmers and tools programmers are focused on our other titles. </blockquote>
Chris: It’s up to the design goals of the project. While Jason Anderson isn’t at inXile anymore, I have a lot of respect for Jason's story skills based on Fallout 1 and the story layouts for Fallout 2. I suspect I'd be doing area and narrative design, and fleshing out a piece of the wasteland, but we'll have to see what the needs of the project are.
Also, a game story is always a starting place - it provides an overarching vision for the game. If it’s anything like Obsidian’s narrative structure process, stories and areas get divided for individual designers to flesh out – it’s easy to say “Quartz is taken over by a gang that’s holding the mayor hostage,” or “New Reno is home to 4 mob bosses” but going from there is a long, fun design journey.
[...]
GB: Could Obsidian's Onyx engine handle a top-down/isometric perspective and a turn-based combat system like inXile is shooting for with Wasteland 2? If so, have you talked to Brian about the possibility of licensing your Onyx engine, if only to make it easier for you and the rest of the team at Obsidian to contribute content at a faster pace?
Chris: Sure. To be clear, the Onyx engine isn't being used for Wasteland 2 - that said, there's information and structure components we can share based on how we've constructed RPG mechanics (notably conversation systems and editors, for example) that Brian has expressed interest in and we'd be happy to provide metrics and layout suggestions for. All of the programming and coding is in inXile's hands, however, as our programmers and tools programmers are focused on our other titles. </blockquote>