Wasteland 2 Interview with Brian Fargo at Gamebanshee
Wasteland 2 Interview with Brian Fargo at Gamebanshee
Interview - posted by Crooked Bee on Sat 17 March 2012, 21:11:57
Tags: Brian Fargo; Kickstarter; Wasteland 2Hey, another interview with Brian Fargo of Wasteland 2 fame! (Kidding.) This time at Gamebanshee. Take a look at the full interview here and have some snippets:
I think I'm gonna cry.
GB: I suspect that a vast majority of our audience understands what you're setting out to accomplish with Wasteland 2, but for those who are just stumbling upon the project, what can you tell us about your primary goals for the game? What specific feature set does the game absolutely have at release, in your mind, and why should fans of old-school RPGs be excited?
Brian: The hallmark of a great RPG is when the player can navigate the world the way they want to and not have it dictated by someone else's morality or confined due to graphic budgets. Much of that was lost as RPGs made their way to console or had graphical demands that were so high that the developer was making more linear narrative games. There was also quite a bit of fun in creating a party based game and having NPCs join up with you that have both hidden talents and annoying habits. We also want to get people back to using their brain to solve combat issues and not make them rely on a controller. The gamers have been making this request quite loudly for years.
GB: You've mentioned previously that you're shooting for a top-down perspective for Wasteland 2 to keep asset costs to a minimum. Can you elaborate on what you mean by "top-down"? Will there be a mixture of multiple perspectives, depending on whether the player is exploring, in combat, or in dialogue?
Brian: I hesitate to give too much definitive information on this only because I don't know what our final budget will be and I need more fan input. Clearly we are going top down and that it is likely to be isometric in nature. Some game engines have you bake the assets first which can give a better look while others have you render on the fly and give more latitude with camera work, and we are looking at several options here. I would imagine we will offer some different perspectives when it comes to dialogue but again it is a bit early for me to guarantee anything yet. We will nail down all of this soon but it is critical we make the hardcore happy with this title. I'd rather make a smaller dedicated fan base ecstatic than worry too much about the larger audience.
GB: Unfortunately, role-playing games have lost much of their original identity in recent years, thanks in part to the popularity of first-person action RPGs. How do you convince a newer or younger RPG fan who has grown accustomed to the action-focused titles to give Wasteland 2 a shot?
Brian: Well here is the beauty of fan funding... we don't have to convince some younger RPG player of anything. I am making this game for the wonderful fans who put their money behind us and not some nebulous group of new people. Let's make the game they all expect and let the chips fall where they may. There is just no way I'm going to consider anything that could let down the core.
GB: And I have to ask... what are the chances we'll ever see a continuation of the party-based Bard's Tale series many of us fell in love with 25 years ago? If Wasteland 2 is successful, would you ever consider using Kickstarter to fund a return expedition to Skara Brae?
Brian: What do you think?
Brian: The hallmark of a great RPG is when the player can navigate the world the way they want to and not have it dictated by someone else's morality or confined due to graphic budgets. Much of that was lost as RPGs made their way to console or had graphical demands that were so high that the developer was making more linear narrative games. There was also quite a bit of fun in creating a party based game and having NPCs join up with you that have both hidden talents and annoying habits. We also want to get people back to using their brain to solve combat issues and not make them rely on a controller. The gamers have been making this request quite loudly for years.
GB: You've mentioned previously that you're shooting for a top-down perspective for Wasteland 2 to keep asset costs to a minimum. Can you elaborate on what you mean by "top-down"? Will there be a mixture of multiple perspectives, depending on whether the player is exploring, in combat, or in dialogue?
Brian: I hesitate to give too much definitive information on this only because I don't know what our final budget will be and I need more fan input. Clearly we are going top down and that it is likely to be isometric in nature. Some game engines have you bake the assets first which can give a better look while others have you render on the fly and give more latitude with camera work, and we are looking at several options here. I would imagine we will offer some different perspectives when it comes to dialogue but again it is a bit early for me to guarantee anything yet. We will nail down all of this soon but it is critical we make the hardcore happy with this title. I'd rather make a smaller dedicated fan base ecstatic than worry too much about the larger audience.
GB: Unfortunately, role-playing games have lost much of their original identity in recent years, thanks in part to the popularity of first-person action RPGs. How do you convince a newer or younger RPG fan who has grown accustomed to the action-focused titles to give Wasteland 2 a shot?
Brian: Well here is the beauty of fan funding... we don't have to convince some younger RPG player of anything. I am making this game for the wonderful fans who put their money behind us and not some nebulous group of new people. Let's make the game they all expect and let the chips fall where they may. There is just no way I'm going to consider anything that could let down the core.
GB: And I have to ask... what are the chances we'll ever see a continuation of the party-based Bard's Tale series many of us fell in love with 25 years ago? If Wasteland 2 is successful, would you ever consider using Kickstarter to fund a return expedition to Skara Brae?
Brian: What do you think?
I think I'm gonna cry.
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