Significant is entirely subjective. Pat Rothfuss and MCA are writing one companion, but I think that's a significant contribution, and that's what was advertised (unlike PoE).
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There have been AAA game opportunities, which I have taken, where they isolate a certain section of their game, and they'll either ask me "hey, flesh this out, tackle this", and I enjoy that", and goes on about how it could be something different like science-fiction or an RPG he's used to but with a "different framework".
[They talk about Wasteland 1, I'm skipping that]
He has played a "very small amount" of Fallout 4.
About modern/classic RPGs:
"Two things that concern me from a role-playing perspective is...I've always been against players choosing a class [...] I worry that sometimes developers include more classes like that to make the systems more comfortable", "what I've always liked about Fallout was...even though there were suggested archetypes, the way they set up the skill system, you could be a hybrid of any of these things";
"The other thing is...I've always been divided on the concept of voice acting the player character. From the developer side it's such a huge budget resource...at the same time I also worry that it also puts some distance between you and role-playing your character, because you're not saying things the way you imagine your voice sounds, the game's providing that for you", "I'm not poo-pooing the VA in Mass Effect or Fallout 4, like FO4 specially the female PC actress [says the name, didn't catch it], she's got an amazing voice...and when I'm playing I get into that character, but when I step away from it I'm like...well, I don't know if I would have that same experience if I was imagining my character saying those lines".
"I don't think players would be put off by that [not having these 2 things] as much as publishers worry about".
Says he's guessing, but thinks it's probably a developer bias regarding class systems rather than a requirement by publishers. Believes BioWare adding VA to everyone in KOTOR1 changed the industry and set a new level of expectation. Thinks devs may have struggled with it, including BioWare.
AP was a long learning experience in this regard and opened his eyes about BioWare's "amazing pipeline", then ME2 blew him away around the same time.
For the last year and a half he has mostly played builds of games he's working on, testing games or playing
"previous games in a franchise for research purposes".
Loved companion arcs in ME2, and says companion arcs are very tricky. Companions are "like the marketing folk within the game for you", and explains how they're supposed to be a sounding board for your characters, explore themes, immediate reactivity, etc. Companions take at least 1 or 1.5 month of work at least, not counting all the voice acting and reaction to that.
Has been playing games from other genres because he was worried he was too focused on RPGs and wasn't looking for solutions in other games. Mentions Telltale games, Bioshock series and Amnesia series. Starts to praise Amnesia's mechanics and talk about how it has simple mechanics that are much better than some RPG tropes.
Interviewer makes him go back to talking about Wasteland. Zzzz....
Likes the stronghold mechanics in AC games and the "360 degrees of actions" you can take in Far Cry 4. Thought early game over "I'll be right back" thing in FC4 was fantastic.
Back to Wasteland again....I know it's called "My Favourite Game" for a reason, but this is overkill. He breaks the natural flow of the answers to forcefully go back to Wasteland.
Guy asks something about Wasteland, Chris answers and moves on to other topics and games during the answer. He follows up with
another Wasteland question that has nothing to do with the previous question or the answer.
Says Fallout resembled Wasteland in some ways, but that it "never got as wacky as Wasteland", though "Fallout 2 got close to that wackiness but in a different direction". Hasn't played Undertale yet, and has heard it might approach it [the wackiness]. (?)
The guy actually ran out of questions about Wasteland, so he basically asked "what topics about Wasteland haven't we covered yet?". For fuck's sake....
Dislikes random rolls during character creation and is "glad that archaic RPG mechanic went away".
Believes both WL1 and FO2 had a lack of cohesion. Too many "different voices" and "each area feels different". Says that's why you have a Creative Lead or a Project Director overseeing these things.
Interviewer: "I'm only familiar with Fallout 3, New Vegas and 4".
Brian Fargo set up a contract where he paid Obsidian for MCA's work on WL2. "It was good because Obsidian needed the money at the time -and I felt like I was prostituting myself - but at least I enjoyed having sex with Wasteland 2 [laughs]". Although I think most people always assumed this, it's confirmation that he didn't get paid for it. Apparently he didn't get money besides his normal salary, I mean. Considering he signed up for TTON while still working there, I wonder how that contract is working out, because InXile paid Obsidian to have its employee working on the game, but he doesn't work there anymore.
"Honourable mentions" - I don't know what the hell the host meant here. I guess he's talking about other games he loves? I don't know, there's a music break and it comes back with the guy saying "honourable mentions" really fast.
Chris, however, seems to answer the question as if it was about recent games that he enjoyed, as he explains in the middle of it that he didn't have time to play more.
FTL - loved working with Subset Games guys.
"Unfortunately, I've been playing a lot of mobile games"; says he's been enjoying a "cute" game called Dungeon Boss.
System Shock 2 - says it was a toss up between Wasteland and SS2.
Top 3 games:
- Wasteland
- System Shock 2
- Ultima Underworld: The Stygian Abyss
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There's plenty to speculate about, but I suspect these bits will be in the Radek interview already.
Overall the interview becomes a drag after 40min or so. I don't recommend it.