dunno lah
Arcane
I'd expect that you can still go to Cali but you can lose your affiliation with the Rangers. That'll make for some proper main story branching.
It's not clear there will be punishment. It might have wildly varying end game content.I see Fargo's going the outdated route of having the game (instead of the world) punish the player for their behavior, a relic from the past that should have been left behind. I guess the dinosaurs at inXile aren't learning animals, maybe they'll go extinct as a result.
I'd expect that you can still go to Cali but you can lose your affiliation with the Rangers. That'll make for some proper main story branching.
Well at least someone will get pleasure from my existence then.I once thought of putting Roguey on ignore.
But a part of me just knew that she masturbates while browsing her "who is ignoring me" list and I was repulsed by the thought of her climaxing while looking at my name.
maybe I am just a gae but Fallout 1/2/New Vegas-style variable endgame slideshows give me all the hard-ons. I know they're a little bit fiat/not as good as having proper branching within the game, but it's not like those things are mutually exclusive.It might have wildly varying end game content.
- While knowledge of the original won't be needed to play Wasteland 2, people who have will get more out of the game. Fargo mentions being able to type keywords related to the original to get new dialogue nodes as an example.
- The storyline is a lot more complex than the original's, and Fargo mentions that the game is possibly the biggest RPG he's ever worked on.
- The game will apparently even feature a few references to the infamous fake paragraphs included in the paragraph book for the original.
- The party you create in the game is assigned to investigate some mysterious radio broadcast of unknown origin.
- Fargo mentions that, because the game will allow for multiple solution, it frees the developers to do things like difficult puzzles, which would not be acceptable for an adventure game due to the frustration they generate when you get stuck and have no other way to progress.
- Speaking of reactivity and multiple solution, according to Nathan Long, speed-runners might miss as much as 60% of the content, and the very first game choice involve choosing what town to save between two.
- Not every companion will have the same kind of systemic utility, but Fargo feels that some people will want to keep them around anyway because of their personality. Because of that, those characters will get a bigger payoff, like sequences you might miss if you don't have them in your party.
- To that, Nathan Long added that every major companion has "some kind of story", and you'll be able to interact it with it, either by helping the NPCs solve their issues, or by aggravating them.
- Fargo teased the possibility of "non-standard ending" that aren't game overs during the game, and gave an example of the Rangers deciding to not send your team to Los Angeles because you're acting like vigilantes. From what I can understand, it sounds like an expansion of the concept behind the Super Mutant ending in Fallout.
don't hate, Bioware can't do plot for shit but you liked Morrigan, don't lie
I'd gladly wait several years for a well polished game, rather than playing some rushed buggy mess. Remember Fallout 2. That tight deadline for W2 scares me as hell.
http://www.formspring.me/JESawyer/q/543617080I see Fargo's going the outdated route of having the game (instead of the world) punish the player for their behavior, a relic from the past that should have been left behind. I guess the dinosaurs at inXile aren't learning animals, maybe they'll go extinct as a result.
Uh, this interview said nothing about the game's mechanics or systems
Once you talk about games in the mid-90s or earlier, I don't think many would qualify. Character choice RPGs are really a western, late 90s+ phenomenon. There are a few earlier examples where morality/reputation came into play (Ultimas, Darklands), but often they were designed to be inherently punitive to "bad" players. That is, the game punished the player instead of the world.
http://www.formspring.me/JESawyer/q/543617080I see Fargo's going the outdated route of having the game (instead of the world) punish the player for their behavior, a relic from the past that should have been left behind. I guess the dinosaurs at inXile aren't learning animals, maybe they'll go extinct as a result.
Uh, this interview said nothing about the game's mechanics or systems
Once you talk about games in the mid-90s or earlier, I don't think many would qualify. Character choice RPGs are really a western, late 90s+ phenomenon. There are a few earlier examples where morality/reputation came into play (Ultimas, Darklands), but often they were designed to be inherently punitive to "bad" players. That is, the game punished the player instead of the world.
Don't act like proper rangers = no LA for you ("ending the story prematurely").Do you realize what that even means
Wasteland 2's not going to have some kind of built in morality system that locks you out of content, like Ultima IV. It's purely scripted choice and consequence.
Yep, I'm afraid you fucked up this time. Better just forget you posted that.