Ripten offers a very good interview with InXile CEO Brian Fargo.<blockquote>MF: There have been a lot of questions, and people are very interested, are we going to see any Fallout influence bleed back into the world of Wasteland 2?
BF: I got a similar question another way, when we put things into the game, it’s hard to say who inspired what. There are Wasteland things in Fallout. If I put something into Wasteland 2, am I taking for Fallout or am I taking from Wasteland? From a copyright perspective, we’re not going to take anything from Fallout that isn’t ours. That’s owned by Bethesda, so we need to be clear on that, but there are overarching elements. The way the religions work and some of the combat, there are going to be some similarities because one is the heritage and the other shares it.
MF: Do you think people who have never played Wasteland are expecting the game to be more like Fallout?
BF: The games are very similar. I think the things that drew people to Wasteland and Fallout are the similarities. It’s not like the top-down graphics are what grabbed people with Wasteland. There was this open sandbox world and we weren’t preaching to you as to how to behave, in terms of a morality perspective. The “correct” thing to do was never clear, and sometimes, there weren’t clear, correct things. There was also a lot of cause and effect and a lot of subtlety; layers and layers of gameplay in a post-apocalyptic world, with an interesting combat system.
Both of those games have the exact same things going for them. Really, it was the worlds that drew people in, without so much concern about “that one was top-down” and “this one is isometric.” Well, we’re probably more likely to be going with isometric, because, graphically, it looks more interesting. It’s all the things that the two games have in common that are going to be in Wasteland 2, except for the party system. Wasteland was more of a party-based game. You start off with your four main rangers, and you swapped NPCs in and out based on what particularly skills they had. All the things that people loved about those two games? Wasteland 2 will have all of those elements.
(...)
MF: Along those lines, you’ve very recently mentioned that if the project hits $2M, there will be some social features. The fan reaction… well, there’s been a lot of confusion around that.
BF: Yeah. Yup. Right before you called I was working on a project update to give that a little more color. I’ve read all that. I think… I already know what they want at $2M. We have forums out there. It’s larger world and more content, more dialog, more audio, more NPC portraits. I’m going to do all that stuff! I… and I shouldn’t have done it… I threw out a fringe idea for discussion, because people keep asking, “what else are going to do?” I was focusing on the “what else.” “Social” is a four-letter word with extra letters. I understand.
People have been burned by a lot of these games that try to be “social.” So, I’m clarifying that. As much as it was like, “Whoa! Slow down, guys! We’re not getting away from this core RPG,” I still prefer this kind of communication. I prefer to know. You might go down a path… in the past, when I made all these other RPGs, I was flying by the seat of my pants, using my instincts as a gamer. Sometimes, you have to be careful. For me, this really helps close the loop, making sure that we’re working on the things that people want. The last thing that we want to do is go work on a feature only to find out that no one wants it. I don’t want to do it either, if no one wants it.</blockquote>
BF: I got a similar question another way, when we put things into the game, it’s hard to say who inspired what. There are Wasteland things in Fallout. If I put something into Wasteland 2, am I taking for Fallout or am I taking from Wasteland? From a copyright perspective, we’re not going to take anything from Fallout that isn’t ours. That’s owned by Bethesda, so we need to be clear on that, but there are overarching elements. The way the religions work and some of the combat, there are going to be some similarities because one is the heritage and the other shares it.
MF: Do you think people who have never played Wasteland are expecting the game to be more like Fallout?
BF: The games are very similar. I think the things that drew people to Wasteland and Fallout are the similarities. It’s not like the top-down graphics are what grabbed people with Wasteland. There was this open sandbox world and we weren’t preaching to you as to how to behave, in terms of a morality perspective. The “correct” thing to do was never clear, and sometimes, there weren’t clear, correct things. There was also a lot of cause and effect and a lot of subtlety; layers and layers of gameplay in a post-apocalyptic world, with an interesting combat system.
Both of those games have the exact same things going for them. Really, it was the worlds that drew people in, without so much concern about “that one was top-down” and “this one is isometric.” Well, we’re probably more likely to be going with isometric, because, graphically, it looks more interesting. It’s all the things that the two games have in common that are going to be in Wasteland 2, except for the party system. Wasteland was more of a party-based game. You start off with your four main rangers, and you swapped NPCs in and out based on what particularly skills they had. All the things that people loved about those two games? Wasteland 2 will have all of those elements.
(...)
MF: Along those lines, you’ve very recently mentioned that if the project hits $2M, there will be some social features. The fan reaction… well, there’s been a lot of confusion around that.
BF: Yeah. Yup. Right before you called I was working on a project update to give that a little more color. I’ve read all that. I think… I already know what they want at $2M. We have forums out there. It’s larger world and more content, more dialog, more audio, more NPC portraits. I’m going to do all that stuff! I… and I shouldn’t have done it… I threw out a fringe idea for discussion, because people keep asking, “what else are going to do?” I was focusing on the “what else.” “Social” is a four-letter word with extra letters. I understand.
People have been burned by a lot of these games that try to be “social.” So, I’m clarifying that. As much as it was like, “Whoa! Slow down, guys! We’re not getting away from this core RPG,” I still prefer this kind of communication. I prefer to know. You might go down a path… in the past, when I made all these other RPGs, I was flying by the seat of my pants, using my instincts as a gamer. Sometimes, you have to be careful. For me, this really helps close the loop, making sure that we’re working on the things that people want. The last thing that we want to do is go work on a feature only to find out that no one wants it. I don’t want to do it either, if no one wants it.</blockquote>