Crooked Bee
(no longer) a wide-wandering bee
Tags: Kickstarter; Michael A. Stackpole; Wasteland; Wasteland 2
When we at RPGCodex learned about Michael A. Stackpole, a key original Wasteland designer, joining Brian Fargo's new team, we had this pretty great idea: why don't we interview him as well and hear his thoughts now, more than twenty years after Wasteland was released, on the way the possible sequel should be designed in this day and age? There were a few things we were really curious about, and luckily, Michael was up for it, so here we have the result.
We are extremely grateful to Michael A. Stackpole for taking his time to answer our questions and to Brian Fargo for green-lighting the interview! Special thanks go to @MMXI for the splendid job he did in editing and refining the questions that I originally worded quite clunkily, and to @Monolith for troubling Brian Fargo with the whole thing.
I can't help but quote a good chunk of the interview for you:
Michael also talks about how today's players see video games, Wasteland's character system, "depth and consequence" as that which Wasteland had and "a lot of RPGs lack today," and the importance of a voiced narrator and engaging text. I'm curious to hear what you all think about Michael's answers.
Meanwhile, be sure to read the interview in full: Wasteland 2 RPG Codex Interview - Part 2: Michael A. Stackpole
When we at RPGCodex learned about Michael A. Stackpole, a key original Wasteland designer, joining Brian Fargo's new team, we had this pretty great idea: why don't we interview him as well and hear his thoughts now, more than twenty years after Wasteland was released, on the way the possible sequel should be designed in this day and age? There were a few things we were really curious about, and luckily, Michael was up for it, so here we have the result.
We are extremely grateful to Michael A. Stackpole for taking his time to answer our questions and to Brian Fargo for green-lighting the interview! Special thanks go to @MMXI for the splendid job he did in editing and refining the questions that I originally worded quite clunkily, and to @Monolith for troubling Brian Fargo with the whole thing.
I can't help but quote a good chunk of the interview for you:
- An extremely important part of Wasteland was its puzzles. Today, however, it seems that elaborate puzzles have no place in cRPGs. Why do you think this is? Do you consider them a viable element in modern game design? If not, what could be a contemporary replacement and would it be possible to create something as memorable as, say, Finster's Brain without them?
MS: The things that players tend to remember the most about Wasteland adventures were not the puzzles per se, but the moral choices players had to make. When I do book signings, now 24 years after Wasteland came out, I still get folks wanting to know what the "correct" solution was to dealing with the rabid dog. Why? Because they felt like hell killing the dog. The dog puzzle, if you will, engaged players on an emotional level. That's not something that happens when you're killing ten orcs to get a key to unlock a chest which contains a scroll which will let you find a treasure which is the sword that lets you kill a monster. Why designers haven't stepped up to engage players emotionally is beyond me; though it may have to do with the difference between making puzzles and creating stories. Ultimately, creating stories is what we did with Wasteland, and what we'll do with the new Wasteland.
- Today's role-playing video games tend to be developed with maximum accessibility in mind. A lot of developers seem to discourage experimentation and exploration by introducing features such as quest markers to guide the players. Wasteland, however, didn't hold your hand at all, and it was therefore extremely easy to miss out on large chunks of content. What is your stance on this today?
MS: A hunk of the appeal of rpgs is the element of discovery. My preference would be to keep everything in world, but quest markers and other visual clues on a mini-map might be something which is useful. Then again, with a top down view, getting and using clear and concise directions is a lot easier than in many a FPS or MMORPG. For my tastes, it would be fun to have a mode in which folks could get that hint information. Maybe a GPS device that functions off and on, so you use it sparingly. Ultimately, of course, we want the game experience to be fun, not frustrating. If navigation becomes a problem in that regard, finding a simple and elegant solution will move up in the list of design elements to be included.
- Wasteland represented conversations through a hybrid system of keyword typing and multiple choice selection, separating knowledge acquisition and quest progression. However, over the 15 years, full-blown dialogue trees have taken over the genre, with games such as Wizardry 8 and Morrowind being the last ones to experiment. Do you see any merit in alternative dialogue systems today? How would you approach conversations in Wasteland 2?
MS: The idea of handling conversations isn't as exciting for me as handling consequences of how the conversations conclude. I'd rather get into the meat of how you know someone is telling the truth, and what you do when you find out they've lied. It's possible to design an interface that not only takes into account player choices in a dialogue tree, but selects responses based on factors which the players might not even know about. Their actions in killing everything that moved in the last town might have a serious effect on how folks deal with them in this town. Ditto an action they take immediately, or even the folks they have in their party. I do a lot of dialogue in my day job. What is said isn't as important as how it makes folks feel. That's for the player. Determining how the NPCs feel and how that tempers their responses is just one more fun part of the design.
- An impression one gets from reading old interviews is that the Wasteland developers, regardless of discipline, were able to make their mark on the actual game world. As you once put it in an interview, "Everyone wanted to have his own map". Do you envisage this kind of collaborative design for Wasteland 2? How delicate is the balance between cohesiveness and variety in terms of locales?
MS: In the past quarter century (it hurts me to say that), I've spent a lot of time coordinating the development of some large worlds, like FASA's BattleTech Universe. I've worked with other authors, like Timothy Zahn, Kevin J. Anderson and Aaron Allston on coordinating elements for Star Wars® books. What I've learned through all those experiences is how to coordinate individual efforts and their contributions into the overall project. Short form, if the overall project has enough flexibility, you can allow designers to go nuts with their maps and not have it ruin the overall design. As long as what they do, and the best case scenario of how a player can come out of their map doesn't upset the balance, and as long as they include any specific design element to speed the overall story, you're good to go. So, we have the systems and room for folks to come in, and I'm really looking forward to their contributions.
MS: The things that players tend to remember the most about Wasteland adventures were not the puzzles per se, but the moral choices players had to make. When I do book signings, now 24 years after Wasteland came out, I still get folks wanting to know what the "correct" solution was to dealing with the rabid dog. Why? Because they felt like hell killing the dog. The dog puzzle, if you will, engaged players on an emotional level. That's not something that happens when you're killing ten orcs to get a key to unlock a chest which contains a scroll which will let you find a treasure which is the sword that lets you kill a monster. Why designers haven't stepped up to engage players emotionally is beyond me; though it may have to do with the difference between making puzzles and creating stories. Ultimately, creating stories is what we did with Wasteland, and what we'll do with the new Wasteland.
- Today's role-playing video games tend to be developed with maximum accessibility in mind. A lot of developers seem to discourage experimentation and exploration by introducing features such as quest markers to guide the players. Wasteland, however, didn't hold your hand at all, and it was therefore extremely easy to miss out on large chunks of content. What is your stance on this today?
MS: A hunk of the appeal of rpgs is the element of discovery. My preference would be to keep everything in world, but quest markers and other visual clues on a mini-map might be something which is useful. Then again, with a top down view, getting and using clear and concise directions is a lot easier than in many a FPS or MMORPG. For my tastes, it would be fun to have a mode in which folks could get that hint information. Maybe a GPS device that functions off and on, so you use it sparingly. Ultimately, of course, we want the game experience to be fun, not frustrating. If navigation becomes a problem in that regard, finding a simple and elegant solution will move up in the list of design elements to be included.
- Wasteland represented conversations through a hybrid system of keyword typing and multiple choice selection, separating knowledge acquisition and quest progression. However, over the 15 years, full-blown dialogue trees have taken over the genre, with games such as Wizardry 8 and Morrowind being the last ones to experiment. Do you see any merit in alternative dialogue systems today? How would you approach conversations in Wasteland 2?
MS: The idea of handling conversations isn't as exciting for me as handling consequences of how the conversations conclude. I'd rather get into the meat of how you know someone is telling the truth, and what you do when you find out they've lied. It's possible to design an interface that not only takes into account player choices in a dialogue tree, but selects responses based on factors which the players might not even know about. Their actions in killing everything that moved in the last town might have a serious effect on how folks deal with them in this town. Ditto an action they take immediately, or even the folks they have in their party. I do a lot of dialogue in my day job. What is said isn't as important as how it makes folks feel. That's for the player. Determining how the NPCs feel and how that tempers their responses is just one more fun part of the design.
- An impression one gets from reading old interviews is that the Wasteland developers, regardless of discipline, were able to make their mark on the actual game world. As you once put it in an interview, "Everyone wanted to have his own map". Do you envisage this kind of collaborative design for Wasteland 2? How delicate is the balance between cohesiveness and variety in terms of locales?
MS: In the past quarter century (it hurts me to say that), I've spent a lot of time coordinating the development of some large worlds, like FASA's BattleTech Universe. I've worked with other authors, like Timothy Zahn, Kevin J. Anderson and Aaron Allston on coordinating elements for Star Wars® books. What I've learned through all those experiences is how to coordinate individual efforts and their contributions into the overall project. Short form, if the overall project has enough flexibility, you can allow designers to go nuts with their maps and not have it ruin the overall design. As long as what they do, and the best case scenario of how a player can come out of their map doesn't upset the balance, and as long as they include any specific design element to speed the overall story, you're good to go. So, we have the systems and room for folks to come in, and I'm really looking forward to their contributions.
Michael also talks about how today's players see video games, Wasteland's character system, "depth and consequence" as that which Wasteland had and "a lot of RPGs lack today," and the importance of a voiced narrator and engaging text. I'm curious to hear what you all think about Michael's answers.
Meanwhile, be sure to read the interview in full: Wasteland 2 RPG Codex Interview - Part 2: Michael A. Stackpole