Liz Danforth on Wasteland & WL2, and more tidbits

Brother None

This ghoul has seen it all
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Designer Liz Danforth writes on her own site about Wasteland.<blockquote>Still, the remarks aren’t always kind! I recall a forum comment I read just a year or two ago, saying something like “What kind of sick mind thinks up a situation where you have to kill a kid’s dog? And the kid too?”

*ahem* Wasteland is a post-apocalyptic world set in our near future. An animal infected with full-blown rabies can’t be saved in our world, today. With limited medical supplies and a trashed infrastructure, how in hell do you imagine you could possibly do anything but put a rabid dog out of its misery?

You never had to kill the kid, either. He’d throw himself at you, yes, but you’re playing a squad of big strong mega-weaponed Rangers! Grownups! Walk away. It’s not like you were chickenshit for backing down from some evil-hearted final boss bent on scourging the world and all you loved within it. It was a little boy.

True, if you passed through the area again, the kid would scream and yell and accuse you of terrible things — forever. But why would the boy forget the bad strangers who killed his beloved dog? He’d only asked you to help him.

(...)

Right now, it looks like I’ll be doing just a little in the new game, but at least one map. Expect a worthy successor to Highpool. Expect me to jack around with your emotions and expect your decisions to have consequences. I know more about games and game design than I did then, and I’d like to think I’m at least as creative today as I was then, if not more so.

That’s one advantage to being a Maker. Doing so many different things, I don’t get too set in my ways about any one thing I do, whether art or writing or game design. I may not be as well known as some who specialize — that’s the downside to being a jack of all trades — but I’ve worked steadily as a creative Maker for almost four decades. I still get as excited by challenging new projects as I did when I was twenty. And I’m really stoked about some of the ideas and evil plans growing in my notes for when I get the green light to start on my part of Wasteland 2.</blockquote>On an unrelated note, producer Matt Findley not they will ship the Wasteland 2 physical rewards at the value of the physical items, not the total pledge, which should help alleviate concerns about duty/tax hassle for international backers.

And in additional unrelated news, the Mac and Linux versions are confirmed, despite not quite being at $1.5M yet InXile is committing to making them.
 
Good to know. I wonder if we will be seeing another rabid dog?
 
Nice.
And it demonstrates brilliantly why always having multiple solutions can be boring/illogical :wink:
 
On an unrelated note, producer Matt Findley not they will ship the Wasteland 2 physical rewards at the value of the physical items, not the total pledge, which should help alleviate concerns about duty/tax hassle for international backers.

Nice. Asked about that here on the forums when the kickstarter project went off but never got a answer.
 
I like what I hear there. She sounds like a sympathetic person.
Not that is what counts in game design, but it isn't bad too, is it?

The kid and his dog are a good example for your own reactions
and perspectives in the approach on games, it never came to
my mind, when playing Wasteland once upon a time, that this
was an option, to walk away. I shot him. And went on with
business. Just later I recognized, I was sometimes thinking
more about my actions and their consequences in a game,
then about problems going in real life. And now, that can
be really relaxing. Taking your thoughts off. Consequences
in games may make you heavier, but you'll get lighter.

Okay, I don't know if that sounds as clear as it did in my head. :?

On a side note:
Congrats inXile for 1,5millions!
 
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