Rock Paper Shotgun Wasteland 2 interview

Brother None

This ghoul has seen it all
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RPS offers a nice, extensive interview with InXile CEO Brian Fargo.<blockquote>RPS: To what extent have you got the design already, you said you had these documents you almost shelved three weeks ago, how complete were they, or are you still making it up as you go along?

Brian Fargo: We worked on it at InXile for nearly a year, and so we worked through the storyline, what the life of the ranger is, dialogue structure, social skills, party influence, character stats. We worked through quite a lot of things so we’re not starting at ground zero. We pretty much know the templates, the next step after that was to bring all the writers in, and bring the artists in, and really fill out the meat of the world. That’s the costly part and where we didn’t get anywhere.

RPS: So potentially it could happen a bit sooner than people expect I guess if you do have the nuts and bolts of the design already nailed down?

Brian Fargo: It’s still going to take a while, we’re going to spend a good five months…it’s not that it’s no money, a million dollars is a lot of money. And by the way we’re lowering it to $900, 000, and I’m going to kick in the last $100, 000 just to make sure this thing happens. That said, in order to do this and be super efficient you have to design everything up front. We’ll have a pile [of paper] a phone book high, we’ll sit around in a conference room and we’ll step through the game over, over and over again.

It kind of works like, sometimes science fiction authors all collaborate on a book, and say ‘look in my book or in your scene, make sure a plane crashes, I don’t care what else you do after that’ and so there’s a little bit of that where we will have these constant threads and let some creativity happen within the areas that we assign off to the designers. But we’ll bring that all together and step it through, and then it becomes a matter of getting it all in a.s.a.p and we’ll repeat the same monster picture a hundred times but at least we’re now playing the game, and we’ll start to fill in the assets, and that way we’re polishing, or balancing, as we go.

It’s the cause and effect that makes a true role playing game so there’s a lot of ‘what ifs’ and then we want to keep ‘hey, what happens if you walk up to this encounter and this NPC’s with you, ‘oh that’s a good one, let’s deviate that way’, or ‘how about if they’re all wearing guard costumes?’ So coming up with all these ‘what-if’s’, that’s what makes these things shine.

(...)

RPS: Is there any sense that you’ve got to make up for lost time because there wasn’t a solid continuum of isometric turn based stuff being made, so there’s like ten years of development that didn’t happen, and now you’ve almost got to compensate for the work that wasn’t done to make sure you make a suitably modern game?

Brian Fargo: I don’t think we want to go too far forward from what was last done, because I want people who played those RPGs in the 90s to be able to step seamlessly into this game and get it. I don’t want to try to figure out ‘well, if there had been ten years of iteration, where would we be.’ I think I’d be asking for trouble on that, people need to feel really comfortable getting into this, and we have some things that we can do to take them in some different directions. But if we really nail from a production perspective, visually, and we know so much more that we knew back then, in terms of a good dialogue and again use of audio to create drama and things like that.

If we set the mood, if we really do a great job of setting the mood and tone, that’ll go a long way along with the extremely diverse cause and effect because that is what people want. Our users are on our boards, they are telling us what they want, and we’re going to give them what they want.

(...)

RPS: In terms of new people, is there any risk that it could be a hard sell for those for instance who have only played the newer Fallouts and expect something very different?

Brian Fargo: I’m trying to make this game to appeal to people who like the old school roleplaying games from the 90s, not just Wasteland, so it goes beyond that, it’s Wasteland, it’s Fallout, it’s Baldur’s Gate, it’s Icewind Dale, it’s that whole genre of product. Having just party based games, good old party based games with tactical combat, I love that stuff, love that stuff. Icewind Dale was a very simple game but I had such fun with that.

(...)

RPS: So you’re launching the Kickstarter [this week], that’s still the plan?

Brian Fargo: Yeah, we think we’re still on track to submit today, and there’s an approval process which takes a couple of days. It’s not like I’ve done this before with them right so we need to find out how long that takes. I would say early [this] week; Monday, Tuesday, something like that. It’s imminent, that’s for sure.</blockquote>
 
Yip, you read that right, they're lowering to official Kickstarter goal, and if they don't make a million Fargo will make up the rest out of his own pocket.

I tried to talk him out of it, but to no avail :P
 
Wow. This guy nailed down everything I could ask for. Memorable moments (worth storytelling)? Yes. Create your own narration? Yes!

Brian seems to be very enthuastic about this, from the scale of the project itself (it took how long? Two weeks to already get the whole talk going on?) to him kicking in money as a last resort. I like the approach.
 
Brian Fargo: You know what’s interesting, and this was why I absolutely loved the forums that we have set up because we’ve been asking people what they like at certain tiers, and things we can do, and we talked about audio, and people said ‘don’t do any audio because we know you’re going to have to cut down on the gameplay if you start having to blow your budget’…. they’re telling us not to waste our money with recording actors’ voices. Forget cinematics, they were just worried about the audio of the voices. But they’re telling us loud and clear their priorities, so we need to hear that stuff. We’re going to have some audio, but I get their point that they don’t want to have us be hamstrung by having every encounter be audio so therefore they can’t get all those little quirky things like we were just talking about.

This invoked probably the biggest of several "Thank God" moments I had while reading the interview. Makes sense with the limited budget, but also hurts contemporary games. It's kind of hard to have 4-6 dialogue options when you need to record audio for every single of the dialogue trees' branches.
No need to preach to the choir, though. :wink:
 
better to have very few but high quality audio like in Fallout (duh!) then compared to how most companies do it today with their AAA titles. I mean compare the content of those games with some of the past. They offer much less but on the other side they have "cinematic" experience. Is it better? I have no clue. But I know what I prefer personally.
 
I loved this interview. Things look fantastic. I am so stoked right now.
 
RPS: So potentially it could happen a bit sooner than people expect I guess if you do have the nuts and bolts of the design already nailed down?

Brian Fargo: It’s still going to take a while, we’re going to spend a good five months…it’s not that it’s no money, a million dollars is a lot of money.

I was surprised by this. Is Fargo suggesting the project might almost be complete in five months? With no engine, most of the writing unwritten, no art assets at this point in time, isn't he being very optimistic? I was thinking at least a year from now.
 
I was honestly expecting something more like two years, but my impression of the game's scope may be incorrect.
 
Jabu said:
RPS: So potentially it could happen a bit sooner than people expect I guess if you do have the nuts and bolts of the design already nailed down?

Brian Fargo: It’s still going to take a while, we’re going to spend a good five months…it’s not that it’s no money, a million dollars is a lot of money.
I was surprised by this. Is Fargo suggesting the project might almost be complete in five months? With no engine, most of the writing unwritten, no art assets at this point in time, isn't he being very optimistic? I was thinking at least a year from now.

No. The question is "when will design be nailed down". His answer is "in about five months". After a lengthy and very precise pre-production phase, a year of full-bore development time starts.
 
Think about how fast New Vegas came out after getting the green light. These guys have had tons of time to set everything up. Essentially all that's left is brainstorming the rest, writing it and then implementing it.

I'd be fine (as long as I don't die) if it came out a year from now.
 
New Vegas had an engine and a lot of assets already, though. I'm not sure the situation is really all that comparable.
 
Brother None said:
No. The question is "when will design be nailed down". His answer is "in about five months". After a lengthy and very precise pre-production phase, a year of full-bore development time starts.

Ah, 'kay. That's sensible and realistic.
 
Brother None said:
No. The question is "when will design be nailed down". His answer is "in about five months". After a lengthy and very precise pre-production phase, a year of full-bore development time starts.

Pffft, real professionists make up the design as they go along. :V
 
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