Michael Stackpole blogs on Wasteland memories

Brother None

This ghoul has seen it all
Orderite
Rock, Paper, Shotgun has a guest blog piece from Wasteland and Wasteland 2 designer Michael Stackpole on his memories of working on Wasteland at Interplay.<blockquote>This was not the first time I’d gotten a call akin to that. The calls usually ended with an invite to get in touch whenever I just happened to be “in the neighborhood,” a neighborhood which was a good six hours away by car. But then Brian said the magic words, “So, we’d like to come out and talk to you about it.” If he was willing to spend money to meet, that meant he was serious, so this was good.

Brian and Alan [Pavlish, designer and programmer - and who's also rejoined the team for Wasteland 2] came out, and we all got along together like a house afire. We were definitely on the same wavelength when it came to the project, which Ken dubbed Wasteland. We agreed on a tone and direction, then started in.

One of the key reasons Wasteland innovated all over the place is because Ken and I, and to a lesser extent Alan, had never done a game like this before. From my COLECO days, and time spent at Flying Buffalo, Inc., I’d learned how to understand programmers; and Alan was up for any challenge we tossed at him. Because we were wandering into the unknown, adding skills to a game where skills had never existed before, and doing other unique stuff, there were no boundaries we couldn’t cross. There was never a “No, we can’t do that,” dictum; but a “let’s figure out how to make that work” ethic that really defined the whole project.</blockquote>
 
Back
Top