Crooked Bee
(no longer) a wide-wandering bee
Tags: Brian Fargo; Kickstarter; Wasteland 2
VG24/7 have reached out to Brian Fargo for a short interview on Wasteland 2 and related things.
Hmm, I wonder how much Wasteland 2 could realistically hope to sell. Another decade of RPGs sounds good, if the games are good.
VG24/7 have reached out to Brian Fargo for a short interview on Wasteland 2 and related things.
What sort of game are you hoping to create? It’ll be reminiscent of ’90s “golden age” RPGs, obviously, but how so? Where will it be set?
There are so many elements of Wasteland that worked quite well and we plan to build upon that foundation rather than start over from scratch. Those elements are the sandbox type world, dark humor, party based combat, tactics in battle and a skill based system. However, combat isn’t going to consist of scrolling text so clearly we need to up the tactics part of the game.
And we don’t want the tactics SO deep that you feel disconnected from the world by being in long battles all the time. The last thing we want is someone groaning every time combat pops up. The game is going to take place shortly after Wasteland 1 ends. And by the way for everyone who remembers little Bobby – he is pissed off having been shot by Rangers and left for dead.
You’ve mentioned that you want this to be a resurrection of old-school Black Isle RPGs in general. So how do you cater to Wasteland fans and Fallout fans while also touching on games like Planescape: Torment, Baldur’s Gate, etc? There’s so much expectation in terms of what people want this game to be. How do you deal with all of that?
There are common threads that work their way across all those games that we are keeping a keen eye on. Having true cause and effect is a big one. A deep and interesting world is also key and there need to be surprises coming at you throughout. And yes Wasteland is party based game and that is one of the big differences from Fallout. Also there is a strong literary vibe to those games that is especially highlighted with Torment that we will continue on. We are reading every comment on our forums and setting up polls to make sure we have the broad strokes covered. Once we finalize those things we will go off and do what we do best.
And where does nostalgia fit into all this? I mean, Double Fine Adventure may as well be the Nostalgia Justice League between Schafer and Gilbert, and now you and Chris Avellone are, I don’t know, The Avengers or something. Do you think rampant fan demand for blasts from the past could keep RPGs or even the industry from progressing?
No way is this going to push the genre back in any way. It is all good. There are some elements to those “golden age” games that are timeless but have gotten lost due to a number of factors. It became impossible to sit in a room with an executive to discuss the finer points of RPGs and why there was a demand and what things could be added to make it more exciting.
The vantage point of most publishers is from a console perspective so that sort of kills the conversation pretty quick. Just the simple need of a keyboard and mouse changes the dynamic of an RPG. Those meetings I made fun of in my video are pretty accurate. Getting dragged into conversations about the color and size of a boot as a top priority was pure insanity and would suck all the creative juices out of the room.
I guess my attitude on this is more philosophical in that if the game doesn’t achieve fan funding, then it probably should not have been made. These fans just did you a favor by not voting with their wallets and saving you the time and money making something no one wanted.
Gamers are not trying to risk money for a profit like a publisher is. They just want a certain game and they are willing to pay for it ahead of time. A publisher is analyzing the market to determine what people want, determining if the upside is high enough, analyzing the opportunity cost and making sure the team is capable of delivering. Ironically the fans have far more trust in developers than the publishers do, and it will be interesting to compare the track records of success. Trust vs. heavy handed management.
You’re making Wasteland 2 with old-school RPG fans in mind, so what do you, personally, miss the most about those games? Do you think they went away out of necessity, or because misinformed investors willed it so?
I think I have articulated above many of the elements that I miss as a player. There is just a certain charm that comes from a game where the developers get to tinker and riff with new ideas during the process. The games just felt so connected in their humanity. Slick and polish only goes so far… it is always the human moments we remember. There is just no way the publishers can maintain their infrastructures selling just 500K or even a million copies of a game so they moved into categories or formats that could. If we sell a million copies of Wasteland 2 we will be bringing you RPGs for another decade!
There are so many elements of Wasteland that worked quite well and we plan to build upon that foundation rather than start over from scratch. Those elements are the sandbox type world, dark humor, party based combat, tactics in battle and a skill based system. However, combat isn’t going to consist of scrolling text so clearly we need to up the tactics part of the game.
And we don’t want the tactics SO deep that you feel disconnected from the world by being in long battles all the time. The last thing we want is someone groaning every time combat pops up. The game is going to take place shortly after Wasteland 1 ends. And by the way for everyone who remembers little Bobby – he is pissed off having been shot by Rangers and left for dead.
You’ve mentioned that you want this to be a resurrection of old-school Black Isle RPGs in general. So how do you cater to Wasteland fans and Fallout fans while also touching on games like Planescape: Torment, Baldur’s Gate, etc? There’s so much expectation in terms of what people want this game to be. How do you deal with all of that?
There are common threads that work their way across all those games that we are keeping a keen eye on. Having true cause and effect is a big one. A deep and interesting world is also key and there need to be surprises coming at you throughout. And yes Wasteland is party based game and that is one of the big differences from Fallout. Also there is a strong literary vibe to those games that is especially highlighted with Torment that we will continue on. We are reading every comment on our forums and setting up polls to make sure we have the broad strokes covered. Once we finalize those things we will go off and do what we do best.
And where does nostalgia fit into all this? I mean, Double Fine Adventure may as well be the Nostalgia Justice League between Schafer and Gilbert, and now you and Chris Avellone are, I don’t know, The Avengers or something. Do you think rampant fan demand for blasts from the past could keep RPGs or even the industry from progressing?
No way is this going to push the genre back in any way. It is all good. There are some elements to those “golden age” games that are timeless but have gotten lost due to a number of factors. It became impossible to sit in a room with an executive to discuss the finer points of RPGs and why there was a demand and what things could be added to make it more exciting.
The vantage point of most publishers is from a console perspective so that sort of kills the conversation pretty quick. Just the simple need of a keyboard and mouse changes the dynamic of an RPG. Those meetings I made fun of in my video are pretty accurate. Getting dragged into conversations about the color and size of a boot as a top priority was pure insanity and would suck all the creative juices out of the room.
I guess my attitude on this is more philosophical in that if the game doesn’t achieve fan funding, then it probably should not have been made. These fans just did you a favor by not voting with their wallets and saving you the time and money making something no one wanted.
Gamers are not trying to risk money for a profit like a publisher is. They just want a certain game and they are willing to pay for it ahead of time. A publisher is analyzing the market to determine what people want, determining if the upside is high enough, analyzing the opportunity cost and making sure the team is capable of delivering. Ironically the fans have far more trust in developers than the publishers do, and it will be interesting to compare the track records of success. Trust vs. heavy handed management.
You’re making Wasteland 2 with old-school RPG fans in mind, so what do you, personally, miss the most about those games? Do you think they went away out of necessity, or because misinformed investors willed it so?
I think I have articulated above many of the elements that I miss as a player. There is just a certain charm that comes from a game where the developers get to tinker and riff with new ideas during the process. The games just felt so connected in their humanity. Slick and polish only goes so far… it is always the human moments we remember. There is just no way the publishers can maintain their infrastructures selling just 500K or even a million copies of a game so they moved into categories or formats that could. If we sell a million copies of Wasteland 2 we will be bringing you RPGs for another decade!
Hmm, I wonder how much Wasteland 2 could realistically hope to sell. Another decade of RPGs sounds good, if the games are good.