RPGCodex interview Michael Stackpole on Wasteland 2

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RPGCodex offers a solid interview with Michael Stackpole on Wasteland 2.<blockquote>- Wasteland built upon the ideas present in older cRPGs. Similarly, Fallout was constructed on Wasteland's foundations. Do you think that it is important to build upon the style of more recent games? If so, which modern games do you think come closest to sharing Wasteland's design goals? Do you feel that there are elements that were introduced in Interplay's Fallout games that could make their way back into Wasteland?

MS: As I noted above, we have to take into account more recent developments in games. In that sense, everything is on the table. We can pick elements that work very well in games and figure out a way to make them work in our game. We can also look at elements that never reached their full potential which we can spin up into something really exciting. Plus, we now have a chance to address after the holocaust gaming in depth and length and breadth in ways we couldn't before. That's the part I'm most looking forward to.

- An extremely important part of Wasteland was its puzzles. Today, however, it seems that elaborate puzzles have no place in cRPGs. Why do you think this is? Do you consider them a viable element in modern game design? If not, what could be a contemporary replacement and would it be possible to create something as memorable as, say, Finster's Brain without them?

MS: The things that players tend to remember the most about Wasteland adventures were not the puzzles per se, but the moral choices players had to make. When I do book signings, now 24 years after Wasteland came out, I still get folks wanting to know what the "correct" solution was to dealing with the rabid dog. Why? Because they felt like hell killing the dog. The dog puzzle, if you will, engaged players on an emotional level. That's not something that happens when you're killing ten orcs to get a key to unlock a chest which contains a scroll which will let you find a treasure which is the sword that lets you kill a monster. Why designers haven't stepped up to engage players emotionally is beyond me; though it may have to do with the difference between making puzzles and creating stories. Ultimately, creating stories is what we did with Wasteland, and what we'll do with the new Wasteland.

- Wasteland represented conversations through a hybrid system of keyword typing and multiple choice selection, separating knowledge acquisition and quest progression. However, over the 15 years, full-blown dialogue trees have taken over the genre, with games such as Wizardry 8 and Morrowind being the last ones to experiment. Do you see any merit in alternative dialogue systems today? How would you approach conversations in Wasteland 2?

MS: The idea of handling conversations isn't as exciting for me as handling consequences of how the conversations conclude. I'd rather get into the meat of how you know someone is telling the truth, and what you do when you find out they've lied. It's possible to design an interface that not only takes into account player choices in a dialogue tree, but selects responses based on factors which the players might not even know about. Their actions in killing everything that moved in the last town might have a serious effect on how folks deal with them in this town. Ditto an action they take immediately, or even the folks they have in their party. I do a lot of dialogue in my day job. What is said isn't as important as how it makes folks feel. That's for the player. Determining how the NPCs feel and how that tempers their responses is just one more fun part of the design.</blockquote>
 
This interview's got a lot of the wrong keywords compared to previous ones. Why would text need to be voiced, descriptions always worked great, and are even superior in some ways, when evoking imagination. Why skirt puzzles like that? GPS marker?!?!?! Engaging on an emotional level?!

Nah, I'm mostly fine with changing stuff in a sensible way, there's no reason to keep in artificial barriers of old. But I dunno, finding that balance will be tough.
 
Hard to please everyone for sure.
I hate quest markers, it kills exploration and are not needed in a Top down game. I remember playing Ultima 4,it was fantastic to discover the map and finding new towns/place. A feelling totally lost in Fallout 3 and F:NV.
Text are great for description and 99% of NPC dialogues.
But voicing key NPC (or specific line for some NPC) add to the experience(no need to do it in x language though, only english IMO).
 
I was thinking on that myself. I think selected voice-overs for key NPCs add a lot more than even full voice-overs can. I really don't see what full VO with bad voices for generic NPCs adds, other than hilarity at the bad job. But the way Fallout did it? Good, solid voice acting but only for selected NPCs? It really did add quite a lot, because you had those "wow, listen to this guy" moments.

Don't know if you can replicate that in this modern age, though.
 
It seems to me Stackpole meant introducing a voiced narrator into the game (a la Bastion), not doing NPC VOs. I may be wrong, though.
 
I agree, not even full voiced-overs needeed, just a selected few NPC lines/comments to set the mood are enough for me.
Fallout 1/2 heads...that was awesome and with Wizardry 8 absolutely the best voice acting i've never heard.
Talking heads will suits perfectly a Top down game but it will be way too expensice anyways.
Not sure about the Bastion thing though.
 
I don't even need selected NPCs. What I really don't like is if only the first sentence is voiced. I find this version to be highly annoying and somehow distracting.
 
Having just finished replaying Fallout 1 and Fallout 2, I missed the ability to type in keywords for conversation with NPCs. Fallout 1 had it, but Fallout 2 didn't. I'd actually like to see more of that, and more consequence to it -- the ability to uncover facts or quests only by keyword. Simply following the dialogue tree shouldn't be enough.
 
UniversalWolf said:
Having just finished replaying Fallout 1 and Fallout 2, I missed the ability to type in keywords for conversation with NPCs. Fallout 1 had it, but Fallout 2 didn't. I'd actually like to see more of that, and more consequence to it -- the ability to uncover facts or quests only by keyword. Simply following the dialogue tree shouldn't be enough.

I'd love something like that, if it actually did anything. in Fallout you can ask people about themselves or something very basic and all you'll get is "never heard of it". a dialogue system where you actually have to figure out appropriate topics to talk about, and not have everything laid out in front of you would be awesome.
 
aenemic said:
UniversalWolf said:
Having just finished replaying Fallout 1 and Fallout 2, I missed the ability to type in keywords for conversation with NPCs. Fallout 1 had it, but Fallout 2 didn't. I'd actually like to see more of that, and more consequence to it -- the ability to uncover facts or quests only by keyword. Simply following the dialogue tree shouldn't be enough.

I'd love something like that, if it actually did anything. in Fallout you can ask people about themselves or something very basic and all you'll get is "never heard of it". a dialogue system where you actually have to figure out appropriate topics to talk about, and not have everything laid out in front of you would be awesome.

For sure there could've been more, but "never heard of it" everytime is hyperbole. There is plenty of stuff you can ask these people about, not THAT much about themselfes, but each of the major NPCs can tell you something about some cities, factions etc.

Agreed that this must be brought back. :)
 
Heisenburg Uncertainty Principle

Heisenburg Uncertainty Principle




Riffing on ...

Michael A. Stackpole said:
… Maybe a GPS device that functions off and on, so you use it sparingly. ….

My leap of *fate* clings on to a dysfunctional GPS, a cranky 'Pip Boy 2000', or a snarky and petulant 'Hitchhiker's Guide'.

Pre apocalypse artifact as vehicle for Stockpole's narrator, one concept too far?

Less complex if a fount of puzzling data, that may or may not divulge 2 or 3 components to a Quest vector.

The more one knows of x, the less one may know of y, the Heisenburg Uncertainty Principle spins and colors the quanta of data, for puzzling the puzzle in The Puzzle.

Exploration fills in the voids.

Maybe keywords as mentioned by UniversalWolf could fill in the unknown variables, or relieve us of yet another data dump from, yet, another dialogue tree encapsulated in YET another cut scene.





/////////////


Now let's get on to the essential buzz node of W-land 2 marketing …


the BRANDING of the mascot.

No 2 D advertisement toon wannabee …

I nominate …

[youtube]http://www.youtube.com/watch?v=KFTJW4Merbs[/youtube]

[youtube]http://www.youtube.com/watch?v=Kx4g5i4O5co&feature=related[/youtube]

HOOP GIRL!!!1!

These videos has gone viral on MY desk tops, so don't stare tooooo long. Move on before you fog the 4th wall. Beware the classic gravitation to the e-motion … or it's all over but the 'herp derp'

Hoop Girl on the virtual box, Hoop Girl in NPC cameo, Hoop Girl nestled in Matryoshka Easter Eggs … through out the game ….

Perhaps the next incarna-TION of BREASTS AKIMBO … LARA COFT!

And there's MORE, Hoop Girls would the penultimate personae for WASTELAND 2's booth babes!!!1!

Now back to the ... 'herp derp':o



4too
 
Lexx said:
I don't even need selected NPCs. What I really don't like is if only the first sentence is voiced. I find this version to be highly annoying and somehow distracting.

Let me guess. Drakensang?
 
Yea, Drakensang, as example.

Either give NPCs full voice over (everyone or some talking heads a la Fallout) or don't do it at all. That's my opinion on this "issue" at least.
 
This interview's got a lot of the wrong keywords compared to previous ones. Why would text need to be voiced, descriptions always worked great, and are even superior in some ways, when evoking imagination. Why skirt puzzles like that? GPS marker?!?!?! Engaging on an emotional level?!

I agree with that and would go as far as saying that, for me descriptions are superior in most ways. Then again, I'm a high functioning aspergic.

I don't even need selected NPCs. What I really don't like is if only the first sentence is voiced. I find this version to be highly annoying and somehow distracting.

This as well.
 
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