This week in "PlanHex reposts stuff he found on the Codex", the RPGCodex sent a hapless fellow to inXile Entertainment to talk with Brian Fargo, Colin McComb and George Zeits.
The primary goal for both parties seems to be mending the relationship after a misconception caused a big falling out between inXile and the Codex by giving them a big interview that they were promised last year, but never took place, about Torment: Tides of Numenera.
If you're interested you should probably just go read it right now, though the post-mortem of T:ToN on Eurogamer last month should perhaps be read / listened to as well if you haven't already done so, since the Codex crowd-sourced its interview questions afterwards and was made with the information from the post-mortem in mind.
If you're not interested in T:ToN or the drama, then there's also a few tidbits about Bard's Tale IV and Wasteland 3 at the beginning and the end.
This was especially interesting:
The primary goal for both parties seems to be mending the relationship after a misconception caused a big falling out between inXile and the Codex by giving them a big interview that they were promised last year, but never took place, about Torment: Tides of Numenera.
If you're interested you should probably just go read it right now, though the post-mortem of T:ToN on Eurogamer last month should perhaps be read / listened to as well if you haven't already done so, since the Codex crowd-sourced its interview questions afterwards and was made with the information from the post-mortem in mind.
If you're not interested in T:ToN or the drama, then there's also a few tidbits about Bard's Tale IV and Wasteland 3 at the beginning and the end.
This was especially interesting:
Brian: Well, specific to Wasteland 3, I think if you liked Wasteland 2, you’re going to love Wasteland 3. It’s just as deep, just as morally nuanced, combat system is the same, it’s party-based. The visual improvement – we know we always have to constantly improve visuals. One of the things we hear from RPG websites is that visuals don’t matter, but they really do at the end of the day. We have people complaining about the visuals in Torment, or in Wasteland 2, or in Pillars of Eternity. We always have to keep working on our visuals, but better graphics, hopefully mean better immersion. Wasteland 3 is just as deep as Wasteland 2, it’s not simplified.
George: We are not abandoning things like choices and consequences and the things we love to do. We are improving some things on the graphical side, we are talking about having the close up conversations for important NPCs, which is to give more character to the NPCs and make them a more impactful experience. But we are not giving up on interesting story - that was literally the first thing I did on Wasteland 3, which was to write the story for it. We are not giving up on choices and consequences. If anything, we’re trying to make those more impactful and less subtle.
Brian: One of the things we need to do a better job of is better selling our cause and effect mechanics. We tend to put it so deep and so nuanced that you’d need to play the game two or three times, or to be told about it, practically. We need to better telegraph it, that’s one of the things with Torment – it’s incredibly reactive, that’s why there’s so many words, but it’s really hard for you to understand unless you knew what was supposed to happen, and that’s what we need to improve on because I think we’re doing more depth than just about anybody but it’s not being recognized because we’re being too subtle about it.