NMA Wasteland Kickstarter Project Interview with Brian Fargo

Brother None

This ghoul has seen it all
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No Mutants Allowed got a chance to interview InXile CEO Brian Fargo about his Wasteland Kickstart project. The answers we received did not disappoint.<blockquote>It's been years since the old Wasteland so no one is expecting a carbon copy. What would you say are elements in design or setting from the original that absolutely must make it back in, and what elements would you say are most likely to change?

Party and turn based combat is an absolute critical requirement for me. I like finding the right mix of Desert Rangers combined with NPC's and I enjoy the tactics that come from that dynamic. Players will spend more time doing combat than most anything in an RPG so it needs to be deep and rewarding. The skill based system is another must have to me as it opens up the world to be explored in ways that the player wants to do. You can have someone picklock the door, use demolitions on it, sneak over the back wall or try and let a rocket loose to blow the door off. A good RPG always offers many options for the player to move forward and with some of their choices may open or close off entire areas. I think the 3rd element is the way NPC's had a mind of their own within combat or game mechanics. The best storytelling often comes from the moments that happen from within the system. Almost everyone remembers when Angela Deth would empty an entire Uzi clip into a rat and completely waste hard earned ammo.

Things that will have big changes will be the use of audio and how you communicate and receive missions from the Desert Rangers HQ. I won't go into detail yet but we have some innovative ideas that will make that whole aspect of the game become more entertaining and meaningful. We also plan to dial up the things that NPC's can do or cause affect the party. We will have some NPC's that you will love in combat but be looking forward to snuffing out once you get the chance. We will also have a more cohesive story thanks to all the efforts that Jason and Mike have already put in. We have learned a lot more about storytelling than we did back in the day.</blockquote>
 
It's happening. :hatersgonnahate:

I apologize to Fargo, Stackpole and the Wasteland crew, but we still don't have an emoticon of their heads dancing.
 
Great great interview!
Thanks NMA.

I'm a little bit worried about that :
Players will spend more time doing combat than most anything in an RPG[...]
but I've got my money ready!
 
I can't think of a ton of exceptions. Planescape: Torment, maybe? Fallout, Wasteland, you do normally spend a larger amount of time in combat than you do in any other single activity. I guess there's some where you spend more time walking than fighting, but those are generally not very good.
 
Aguirre said:
Great great interview!
Thanks NMA.

I'm a little bit worried about that :
Players will spend more time doing combat than most anything in an RPG[...]
but I've got my money ready!

Either way, the simple fact he's pointing out that combat needs to be interesting is a good sign. Really looking forward to this.
 
Well it was big and juicy indeed, thanks for the interview :D
We are now sure it will be topdown, party and turn based.
I think balancing skills and characters while providing diversity is going to be one of the main difficulties.
I have not played wasteland but have read a walkthrough and it seems that lot of skills were unnecessary or poorly balanced.
Wizardry 8 was really great in this aspect, i hope wasteland 2 will achieve the same result.
I also hope it will be possible to split the party.
And he said he was ready to listen the comments of some hardcore RPG fans, including you Brother None hehe, we will remember that if wasteland 2 is a total failure :wink:
 
I've got $50 for you guys. There are few games I'd rather see made.
 
TwinkieGorilla said:
also: FREAKIN AWESOME!!
Indeed! Each day, the Wasteland news keeps getting better and better. There is really nothing in that interview that has me worried, and I love that they are very interested in fan feedback. This is going to be great!
 
I wonder if they could license Onyx from Obsidian :-)

I do not know many other engines that are fit for top down RPGs.
 
Sounds fucking great. I am totally in on that now.

I hope they will listen to fan input-- but I hope that in some cases they do what they think will be best. I mean, just because a big enough group of people wants something in their way, it doesn't mean it's the right way. Example: The object highlight in Deus Ex: Human Revolution. If I remember correct, there was a vote about it back then, to make it more "like the original" and the minority voted for a "disable object highlight totally"-option... which is not how it was done in the original... Just a minor detail, but it's pissing me off.
 
KristofferAG said:
Sweet. I've already put my money aside. Can't wait to see how the Kickstarter goes.

I wish I had the self-control to put money aside.
 
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