Crooked Bee
(no longer) a wide-wandering bee
Tags: Brian Fargo; Chris Avellone; Colin McComb; George Ziets; InXile Entertainment; Kevin Saunders; Nathan Long; Steve Dobos; Wasteland 2
Sometime in early 2012, when InXile's sequel to the 1988 cult classic RPG Wasteland was being crowdfunded, we at the RPG Codex ran our own fundraiser campaign for a Codex-themed in-game location and statue. When Wasteland 2 was finally released earlier this month, we got what we paid for -- have you found our in-game shrine already? -- which, incidentally, also included an invitation for two persons to attend the Wasteland 2 Release Party on September 19th in Newport Beach, CA, where the two lucky invitees would party, drink, and celebrate with the likes of Brian Fargo and Chris Avellone.
We wanted to find someone local to go on our behalf, but as it happens none of our staff or regular contributors live in California. So we turned to the esteemed community member MRY, who happens to live close to Newport Beach and who in his turn suggested the Californian artist/writer/music critic Daniel Miller (http://bydanielmiller.com/). Together, they went to the party on the Codex's behalf and also did two independent write-ups about what they saw and did there and how it all went. (With pictures! So be sure to read the full article.)
Here's a snippet from Dan's write-up...
...and a snippet from MRY's:
Read the article in full: RPG Codex Report: Wasteland 2 Release Party
Sometime in early 2012, when InXile's sequel to the 1988 cult classic RPG Wasteland was being crowdfunded, we at the RPG Codex ran our own fundraiser campaign for a Codex-themed in-game location and statue. When Wasteland 2 was finally released earlier this month, we got what we paid for -- have you found our in-game shrine already? -- which, incidentally, also included an invitation for two persons to attend the Wasteland 2 Release Party on September 19th in Newport Beach, CA, where the two lucky invitees would party, drink, and celebrate with the likes of Brian Fargo and Chris Avellone.
We wanted to find someone local to go on our behalf, but as it happens none of our staff or regular contributors live in California. So we turned to the esteemed community member MRY, who happens to live close to Newport Beach and who in his turn suggested the Californian artist/writer/music critic Daniel Miller (http://bydanielmiller.com/). Together, they went to the party on the Codex's behalf and also did two independent write-ups about what they saw and did there and how it all went. (With pictures! So be sure to read the full article.)
Here's a snippet from Dan's write-up...
What goes on in the darkened halls of the Codex? Told that I was there writing a report for the site, those that knew would produce a pained sort of smile, observe the impressive tenure or wide readership of the Codex, and admit their own varied past with the site. Then a pause, and remembrance of a place on the internet where good ideas (and decency) are harried, tortured, profaned, shredded and whittled to oblivion. Of course there was talk of the incredible depth reached in conversations on the site, and there was talk of diamonds in the rough (the handle Jaesun?). Brian Fargo likened RPG Codex to Howard Stern in that it had at some point gone off the cliff and never returned, and a wild-eyed whiskered fellow remarked that perhaps the in-game Codex statue should have had smaller genitals.
This fellow was promptly hushed by Joby Bednar, ready to regale me with feats of code. This man personally built a 6502 emulator to embed into Wasteland 2, which allows the tech-savvy player access to a 64k computer right from an in-game terminal. Thus, a player can insert their very own 6502 programs and use them within Wasteland. Beyond this, there are apparently hundreds of other little tidbits scattered throughout the game, but Joby was thankfully forthright with a hint exclusive to this article: In a missile silo, there is a console which allows for player input. Type the word ‘Joshua’.
With that, Joby drifted away, and I noticed that a few had occupied a booth away from the group. At this table was a prominent member of SomethingAwful, name of Quarex, who informed me that we were tacit enemies. Seated around him were the scripters, the soldiers, whom I was hoping would be eager to gripe. With hands flailing, Ben Moise confessed the great labor that went into making sure that everyone was killable in Wasteland 2. In fact, a few people had a complaint about that feature, and it ended up being a favored question of the evening.
It would seem that most employees grudgingly accept the freedom of murder as an expected feature of the series. Asking the question in a more general sense though, I found a great deal of discomfort on the topic. A couple of people asked me if their answers would be on the record. The self-purported moral compass of the group cited her experience as a parent. A few were more diplomatic, saying that freedom to kill is necessary according to the needs of a specific game. When I finally got my moment with Kevin Saunders, he made raised more practical concerns: the feature was costly in time and effort and precluded child characters, unlike in Tides of Numenera.
This fellow was promptly hushed by Joby Bednar, ready to regale me with feats of code. This man personally built a 6502 emulator to embed into Wasteland 2, which allows the tech-savvy player access to a 64k computer right from an in-game terminal. Thus, a player can insert their very own 6502 programs and use them within Wasteland. Beyond this, there are apparently hundreds of other little tidbits scattered throughout the game, but Joby was thankfully forthright with a hint exclusive to this article: In a missile silo, there is a console which allows for player input. Type the word ‘Joshua’.
With that, Joby drifted away, and I noticed that a few had occupied a booth away from the group. At this table was a prominent member of SomethingAwful, name of Quarex, who informed me that we were tacit enemies. Seated around him were the scripters, the soldiers, whom I was hoping would be eager to gripe. With hands flailing, Ben Moise confessed the great labor that went into making sure that everyone was killable in Wasteland 2. In fact, a few people had a complaint about that feature, and it ended up being a favored question of the evening.
It would seem that most employees grudgingly accept the freedom of murder as an expected feature of the series. Asking the question in a more general sense though, I found a great deal of discomfort on the topic. A couple of people asked me if their answers would be on the record. The self-purported moral compass of the group cited her experience as a parent. A few were more diplomatic, saying that freedom to kill is necessary according to the needs of a specific game. When I finally got my moment with Kevin Saunders, he made raised more practical concerns: the feature was costly in time and effort and precluded child characters, unlike in Tides of Numenera.
...and a snippet from MRY's:
I never did beat Wasteland, even though I went back to it time and again over the years. As best I can recall, I stopped playing at the sewers. (For how many dozens of RPGs is that sad statement true?)
All the same, I could recount a hundred stories. Trying desperately to tie up Bobby's dog. Half-weeping as I had to shoot my way out of Highpool. Blood sausage. A misaimed howitzer. The best mayor a kid in DC could hope for. Dancing on tables. Faran Brygo. Sweating, unable to sleep, after reading a paragraph in the book that said I had been cheating and the police were coming to get me. Wondering for most of my life whether, in fact, you got to go to Mars at the end of the game. Scorpitrons. "Mom, what's 'herpes'?"
Now I'm 34 years old, and I'm recounting that last bit to Brian Fargo. "And that's how I learned about safe sex," I conclude, as he glances in horror toward his two young kids standing next to him. Shit. "How, exactly," he thinks, "do I get myself into these things?"
* * *
Talking to Fargo impresses several things upon me. The first is how young this industry is. Fargo's career seems to span most of its meaningful history -- I know, Chester Bolingbroke would say I'm leaving out decades of PLATO games -- and in fact covers my entire lifetime as a gamer, including almost every high point in it. And yet he's a youthful 50, and his kids are hardly older than mine. At various times over the night he describes himself as "just an entertainer" and "a gamer at heart"; in fact, he is at once an elder statesman and new frontiersman.
He's also, quite obviously, a shrewd businessman who has survived tremendous upheavals both in his own career and in the industry as a whole. At one point, he mentions that when doing a deal, he looks at the other side's headquarters on Google Maps and gets a feel for how lavishly they live. "It says one thing if they're in a strip mall. It says something else if they're in a palace." (*cough*Double Fine*cough*) I get the sense that he's had both sets of digs in his days.
The same savvy that has served him so well makes me cautious about drawing any conclusions about Fargo's inner character. He certainly seemed charming, sincere, generous with his time and attention, a doting dad, a gentle boss, a true believer in games, and so on. But, as the Bard wrote, "One may smile, and smile, and be a villain -- at least I am sure it may be so in Newport." Or something like that. I want to believe in him -- and I have no reason not to -- but I wouldn't stake my life on it.
Still, to listen to the man talk about games he's played, games he's made, games he's dreaming of making, it's hard not to fall a little bit in love. He complains passionately about reviewers who can't, or won't, understand complex RPGs, and vows that next time he's following Larian's lead and not distributing advance review copies. At one point, he declares that Sacrifice is the best multiplayer game of all time. Sacrifice happens to be one of my all-time favorites -- for the art design, the voice acting, the writing (which combines po-faced Soul Reaver-ism with sly subversiveness and lots of wordplay) -- but in my opinion the multiplayer is trash. I tell him as much, and he rolls his eyes. "I'm sure you weren't playing it 3 on 3." He's right. He launches into stories of thrilling matches over the years, of hustling kids in some tournament, of little cheats to juggle enemy wizards. The word "manahoar" rolls off his tongue with practiced fluency.
I want to believe.
All the same, I could recount a hundred stories. Trying desperately to tie up Bobby's dog. Half-weeping as I had to shoot my way out of Highpool. Blood sausage. A misaimed howitzer. The best mayor a kid in DC could hope for. Dancing on tables. Faran Brygo. Sweating, unable to sleep, after reading a paragraph in the book that said I had been cheating and the police were coming to get me. Wondering for most of my life whether, in fact, you got to go to Mars at the end of the game. Scorpitrons. "Mom, what's 'herpes'?"
Now I'm 34 years old, and I'm recounting that last bit to Brian Fargo. "And that's how I learned about safe sex," I conclude, as he glances in horror toward his two young kids standing next to him. Shit. "How, exactly," he thinks, "do I get myself into these things?"
* * *
Talking to Fargo impresses several things upon me. The first is how young this industry is. Fargo's career seems to span most of its meaningful history -- I know, Chester Bolingbroke would say I'm leaving out decades of PLATO games -- and in fact covers my entire lifetime as a gamer, including almost every high point in it. And yet he's a youthful 50, and his kids are hardly older than mine. At various times over the night he describes himself as "just an entertainer" and "a gamer at heart"; in fact, he is at once an elder statesman and new frontiersman.
He's also, quite obviously, a shrewd businessman who has survived tremendous upheavals both in his own career and in the industry as a whole. At one point, he mentions that when doing a deal, he looks at the other side's headquarters on Google Maps and gets a feel for how lavishly they live. "It says one thing if they're in a strip mall. It says something else if they're in a palace." (*cough*Double Fine*cough*) I get the sense that he's had both sets of digs in his days.
The same savvy that has served him so well makes me cautious about drawing any conclusions about Fargo's inner character. He certainly seemed charming, sincere, generous with his time and attention, a doting dad, a gentle boss, a true believer in games, and so on. But, as the Bard wrote, "One may smile, and smile, and be a villain -- at least I am sure it may be so in Newport." Or something like that. I want to believe in him -- and I have no reason not to -- but I wouldn't stake my life on it.
Still, to listen to the man talk about games he's played, games he's made, games he's dreaming of making, it's hard not to fall a little bit in love. He complains passionately about reviewers who can't, or won't, understand complex RPGs, and vows that next time he's following Larian's lead and not distributing advance review copies. At one point, he declares that Sacrifice is the best multiplayer game of all time. Sacrifice happens to be one of my all-time favorites -- for the art design, the voice acting, the writing (which combines po-faced Soul Reaver-ism with sly subversiveness and lots of wordplay) -- but in my opinion the multiplayer is trash. I tell him as much, and he rolls his eyes. "I'm sure you weren't playing it 3 on 3." He's right. He launches into stories of thrilling matches over the years, of hustling kids in some tournament, of little cheats to juggle enemy wizards. The word "manahoar" rolls off his tongue with practiced fluency.
I want to believe.
Read the article in full: RPG Codex Report: Wasteland 2 Release Party