Thwacke Wasteland 2 interview

Brother None

This ghoul has seen it all
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Ars Technica offers an interview with Thwacke's Sebastian Alvarado about their role in the development of Wasteland 2.<blockquote>To help shape Wasteland 2's radiation-soaked, er, wasteland, the team at Thwacke reviewed research on everything from Hiroshima to the nuclear tests on Bikini Atoll to determine how survivors and the environment would be affected. For example, Alvarado points out that nuclear blasts often create trinitite, a shiny green glass formed when sand gets super-heated incredibly quickly. Thwacke passes that background on to InXile and lets them decide how or whether to use it in the game.

One of the best examples of how Wasteland 2 will be intertwining real world science and imaginative fantasy probably comes through in enemy design. Alvarado recalls that the InXile team needed some believable enemies for a waterlogged area that had been ruined by a natural disaster. "We wanted to explore what kind of animals would survive in water and out of water, what animals do we know that live in a tidal zone and that could survive, things like that," he said.

The scientists found the humble hermit crab was a likely candidate for post-nuclear survival, thanks to its ability to absorb radiation in its shell and then discard it during a molting cycle. That's the academically valid, scientific part. But since this is still a video game, they wanted to make sure it was a little "off the wall" as Alvarado put it.

"We used radiation as a very simple gaming mechanism to argue that it makes animals super large, because everyone knows radiation makes things super-large... we'll just take that one as a granted," he said, laughing. "So let's let these hermit crabs get [so big] they can't find housing in their conventional shell and they'll actually seek housing in a bus or a telephone booth or something like that."

"So the whole idea is that they'll hide in parts of the environment and they'd actually have this stealth ability, in the fact that they wouldn't actually be seen by the player," Alvarado continued. "It kind of works with a bit of biology, it works a bit with what Wasteland is after ... it fits into this world that Wasteland has with bizarre and fun off-the-wall type humor and everything."</blockquote>
 
A curious example, but it allays fears that they're turning this into a "hard-science" work. It's kind of the process of good sci-fi: understand and research good science, and then find a good way to subvert it for your setting. It's kind of a weird idea, but the final suggestion they sent off to inXile ("giant hermit crabs in buses!") fits the setting well, so heck, go with it...
 
Fallen Earth has hermit crabs in old tv screens. Buses sounds a lot cooler, though.
 
Brother None said:
"So let's let these hermit crabs get [so big] they can't find housing in their conventional shell and they'll actually seek housing in a bus or a telephone booth or something like that."
I remember something like that from a 2003 Czech strategy game UFO: Aftermath. There was a huge hermit crab, which was carrying a wrecked car as a shell.

2qXzj.jpg
 
"I saw a crab in a bus the other day. Nasty critters." :lol:

Seriously though, Thwacke's involvement in W2 has a lot of appeal to me.
 
This is an EXCELLENT example of using just enough science to establish realism while still allowing for the fantastic.

:ok: ,
The Vault Dweller
 
Excellent indeed. I'm getting a semi-wood as we speak. :liar:


Also, this same thread in Codex is retarded. "You shouldn't have to pay people to think for you? " :roll:
 
TorontRayne said:
Also, this same thread in Codex is retarded. "You shouldn't have to pay people to think for you? " :roll:

I have to admit, this was my initial reaction as well. The examples given here are kind of reassuring, but it's hard to shake the feeling that designers who get paid fat amounts of insane cash should be able to just look/make these things up as needed.
 
I had a phone call with Fargo just a bit ago where we talked about this and other stuff, and he told me how Thwacke came about and how much it costs, and well, uh... It's not public info yet, though maybe it will be, but let's just say I wouldn't worry about the cost of paying people for this too much, the cost is not very impressive.

Can designers think up this stuff too? Yes. But that doesn't mean it can hurt to get a unique outside perspective suggesting more ideas. On creatures, on morality, on player motivations, etc.
 
Not to mention that sometimes you get this idea and you go over it with everyone around you and they all agree with you, it's an amazing, fantastic idea and it shouldn't be changed at all.

This is how we ended up with Little Lamplight.

It's groupthink, or something, I'm not a brain scientist.
 
generalissimofurioso said:
It's groupthink, or something, I'm not a brain scientist.


Maybe you should consult with someone to figure that out. :wink:

Honestly though, it never hurts to get an extra pair of eyes on something. It can't really do any harm, if anything it will make it better. Basically what BN said.
 
So why stop at one consultant firm?

Of course, Thwacke could have subcontracted, we'll never know.
 
I was under the assumption that Thwake was consulting to give more realism and realistic ideas to the game based on actual science, not just be their Brain stormers (paying others to think for them)

From the OP, it sounded to me like they already had a idea they were going with (waterlogged area that had been ruined by a natural disaster) and they wanted some input as to what would/could be believable, then take that and add their own twist to it (the bus/phone booth)

I'd love to see most/all games take this kind of approach when designing.
 
Per said:
So why stop at one consultant firm?

Of course, Thwacke could have subcontracted, we'll never know.
could lizards survive nuclear wars?

We might never know!
 
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