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Codex Interview Wasteland 2 RPG Codex Interview - Part 2: Michael A. Stackpole

Discussion in 'RPG News & Content' started by Crooked Bee, Mar 6, 2012.

  1. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
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  2. Excidium P. banal

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    Like there wasn't a dozen magazines with walkthroughs and cheats for every popular release back then. Also phone services and even TV shows...the internet just replaced everything.
     
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  3. Phelot Arcane

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    Didn't read the whole debate, but I see where Gregz is coming from. I don't agree necessarily that the internet is the reason for the lack of puzzles in games, but I definitely know the feeling that he and Jasede are talking about when a puzzle or boss or whatever was finally defeated on your own after many tries or frustration. Some people are able to resist looking up a solution online, others get bored easily. Not an excuse to dumb games down, though.
     
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  4. Crooked Bee wide-wandering bee Patron

    Crooked Bee
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    Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
    Meanwhile, Brian Fargo on Twitter:

    #Wasteland 2 update! We have been approved by #kickstarter and we go live tomorrow. I will post the link the minute I get it.​

    Great news!
     
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  5. felipepepe Prestigious Gentleman Codex's Heretic Patron

    felipepepe
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    Depends on were you lived. Here in Brazil we only got a few game monthly game magazines in the 90's, and they covered mostly recent (and popular) console releases, and were quite rare in smaller cities and some states.

    I lived in a small rural town, game guides and such only started to appear there around 96-97. I remeber a friend coming to school with a magazine with huge walkthrough for Chrono Trigger, and we skipping school to cross the town and Xerox some pages of it, like it were a treasure map. Before that it was all about trading info at school or phoning a older cousin that lived in the "big city" and knew more about game than me. It was completly impossible to ANY hint for games like Monkey Island, Day of the Tentacle, King Quest, Civilization, early Final Fantasy games, Populous, Might and Magic III...

    Kids these days have no idea of how glorious and god-like it felt to go play Mortal Kombat II at your friends house and pull out a Fatality. :obviously:
     
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  6. Excidium P. banal

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    I had a huge Mortal Kombat III poster with all (most?) fatalities. :smug:

    Granted that was around mid to late 90's like you mention, but then again, everything came later here in BRland. 16-bit era only started at like 1994.
     
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  7. felipepepe Prestigious Gentleman Codex's Heretic Patron

    felipepepe
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    Forgot you were BR too...:roll:

    Fucking cheater, I bet you also had one of those GameSharks too later. :lol:
     
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  8. Excidium P. banal

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    Lies and slander! M:
     
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  9. TwinkieGorilla does a good job. Patron

    TwinkieGorilla
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    Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
    I fucking clicked on my alert for this?

    Fucking hell.
     
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  10. TwinkieGorilla does a good job. Patron

    TwinkieGorilla
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    Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
    DAMMIT.
     
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  11. Crooked Bee wide-wandering bee Patron

    Crooked Bee
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    Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
    Michael Stackpole has put up a post on his blog on Wasteland and Wasteland 2:

    March was a fantastic, even life-changing, month. Brian Fargo started the Wasteland 2 Kickstarter project while I was in Las Vegas. First I knew of it was an early morning call from Brian. The project had been live for all of three hours at that point and had raised over $250,000! Within 36 hours it reached its goal of $900,000 and within 48 hours cracked $1 million. As I write this the total was $1.98 million, with 11 days to run.

    At the GTS show I’d been talking up Kickstarter because a number of game companies had used it successfully to fund games. I’ve contributed to a number of those efforts. I was talking to folks to learn more about putting a program together (for a print edition of In Hero Years… I’m Dead), and then telling game retailers that they wanted to monitor Kickstarter as a place to see new game projects. Seeing what folks backed, and having “retailer friendly” pledge levels for games, is a great way for game stores to participate in these bootstrapping efforts.

    Then Wasteland 2 kicks off, dwarfing any effort the game industry had tried. I suddenly went from being a guy who was interested in Kickstarter to being the Kickstarter Guru. (This meant I pointed people to the folks I’d talked to and learned so much from about Kickstarter.)

    I am incredibly excited about the Wasteland 2 project. For those of you who don’t know, before I wrote books, I designed games. The original Wasteland was a fantastic experience. Alan Pavlish, Brian Fargo, Ken St. Andre and I got together and scoped out a computer roleplaying game the like of which had never been seen before. We did things in there which were groundbreaking and yet, in the intervening quarter century, have seldom been visited again. Because we were doing something entirely new, we had no boundaries, no limits, and we pushed the game for all we could, bearing in mind that we were limited to machines with 64K RAM.

    I remember tons of phone conversations with Alan that began because Ken had called him, tried to get Alan to do something, and they just weren’t communicating well. Ken would call me to vent. I’d listen, figure out what it was he wanted to do, and mentally translate it into something a programmer could work with. Then I’d call Alan, we’d mull things over, and not only come away with something that would let Ken do what he wanted, but a whole bunch more. This is precisely why, in Wasteland, you see a door that won’t open and you don’t have the key, you can pick the lock, you can shoot it off, you can blow it up (and so much more). If I recall correctly, there were 14 different ways to open doors, and depending what you did to open a door, you’d find different things on the other side.

    Wasteland’s strongest point was that actions had consequences. Radical concept, I know. Because of that, how a player approached the game would determine the result he’d get. It allowed us to provide a different gaming experience for different players. It required more than just a hack and slash mentality—sure, you could get to the end that way, but if you used skills and smarts, the path would be different, and often more rewarding.

    This is what so excites me about Wasteland II. I remember all the things we wanted to do but couldn’t, simply because of the limits of machines back then. The game’s scope will be huge, and the things players can do, the strategies that will win the game, will likewise expand. Being able to add atmosphere through music and voice acting will make the game that more immersive. In the original game we could only supply a small slice of a world, but now we’ll be able to provide a vast landscape overflowing with adventure and discovery.

    Needless to say, I am incredibly psyched about working on this project. I’ll certainly be posting more updates as things move along. This is going to be a blast.​

    http://www.michaelastackpole.com/?p=3095
     
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  12. Havoc Cheerful Magician Patron

    Havoc
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    Grab the Codex by the pussy Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
    I hear VA.o_O
     
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