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Wasteland 2's Delay: All About Making Choice Matter

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Wasteland 2's Delay: All About Making Choice Matter

Game News - posted by Infinitron on Tue 30 July 2013, 23:23:33

Tags: inXile Entertainment; Wasteland 2

Rock Paper Shotgun's Nathan Grayson recently paid a visit to inXile, where he learned what the Wasteland 2 team was planning to do with the extra time they have after the announcement that the game would be delayed. I'll let the article speak for itself:

“We’re really hanging our hat on reactivity,” inXile CEO Brian Fargo told RPS during a recent studio visit. “Reactivity and choice. The scope and scale of the game, and the reactivity part is an absolute part of [the delay]. The levels are all fundamentally in, and all we’re doing is sitting around all day saying, ‘What about this? What about this? What about that?’ We watch people playing the game, and they come up with a clever way to do something, we want to accommodate that. That’s why with role-playing games, we can do difficult puzzles. It’s not like an adventure game where you hit a stop and you’re just done. I can level up and get around something. Brute force it. Blow it up. Find another route.”​

But just how far-reaching can differences between different playthroughs be? Well, you know how Witcher 2 received 427 Nobel Peace Prizes for its billion-headed hydra of a second act? Think that, but in many, many, many more locations.“We want to make those changes all the way to the last second. Some of that requires dialogue. I think that’s why you’ve seen some role-playing games become more cinematic. They’ve got to lock and load the audio five or six months before it’s done. So you can’t make changes like that. For us, we’ll be making those changes until the last second.”​

“We aren't shy about shutting off entire levels of gameplay,” said project lead Chris Keenan. “We really wanted to make that happen.”​

“We have so many sequences,” added inXile president Matt Findley. “About half the game, most people will never see. We’re not afraid at all to create content that’s off the critical path or can be closed off permanently.”​

Quite the contrary, actually. Fargo and co are embracing their newfound ability to create with one hand and destroy with the other. Unlike many developers who want to wrestle control away from your hands so they can [Aladdin music] show you the world, the entire point of Wasteland 2 is that you’re in the driver’s seat.​

“On the biggest level,” Fargo continued, “there will be areas that will be completely different. Gone, destroyed. There’s not one just like it to make up for it. It’s just gone.”​

“And we show the reactivity,” Keenan said. “If you go to one area, you start to hear radio calls from the other. They’re getting taken over, and if you try to veer back, you see the destruction from that, and they’re in a completely different state. For instance, if you’re too late to a call, maybe robots took it out. If you go there, you’re gonna see carnage. Piles of dead bodies. No robots left to kill because they've moved on.”​

Oh yes oh yes oh yes. There'll be more about Wasteland 2 and Torment from RPS this week, so stay tuned.

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