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Game News MCA On Wasteland 2 And Kickstarter

Volrath

Arcane
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Joined
May 21, 2007
Messages
4,299
Alright, well, if you guys want wacky looney tunes shit in your post apoc then who am I to step in and say no? I'll just stick to Fallout.

Oh yeah. That's just a vibrant, promising franchise held by competent designers, isn't it?


Obsidian / inXile cooperation on Wasteland 2 would be fantasticular.


Maybe. I don't think it's going to happen.
The cooperation? Or Wasteland 2 in general?
 

commie

The Last Marxist
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May 12, 2010
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1,865,260
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Where one can weep in peace
Divinity: Original Sin Project: Eternity Divinity: Original Sin 2
I see what you mean, but this weirdness rarely sits well in computer RPG's. I can't think of many which went all out and succeeded
Planescape: Torment :roll:

:roll: Wrong...PS:T was consistent because it was pure fantasy all the way(with a bit of steampunk) even if it took fantastic elements from different fantasy worlds. It was consistent because the entire setting worked on the premise that it was a place where all the Planes converged and nothing seemed ridiculous. Even so it didn't have 1/10th of the wacky stuff that you'd really see in Sigil so it was toned down in the interest of coherence. I didn't see US marines in PS:T or Atomic bomb worshipers or bunny men. I wonder how well PS:T would be received if the moment TNO stepped out of the morgue a helicopter deposited some GI's for a chinwag before meeting the Smurfs in the next location. It couldn't be anything but lulzy and that's the problem and what knotalt was talking about: Gamma World took itself seriously while Beth just packed in wacky elements for fun and given the response on the codex to stuff like Mothership Zeta, the idea sucked. I cannot see how throwing in disparate weird stuff in a computer RPG can work in the same was as in a PnP with the players' own imagination where a story is made up as you go along.

You are just making stuff up now.

There's a big difference as I said from throwing around silly nonsense for no reason and having a big pool to draw from

PST could just as easily have had modern day marines or all kinds of weird creatures. However you don't just throw them all together nonsensically all at once. PST had very disparate elements anyway, you just don't notice it in eyejarring fashion because they introduce them in ways that make sense. I mean you make a city block give birth to a baby. Sorry, but PST is more out there than Wasteland ever was and I won't even entertain an argument to the contrary.

Especially since Wasteland didn't suffer from that problem in spite of each location being much different from reality. Grim Monk seems to think seeing it would make it so, but again it's all in how the artists did it. Gamma World's art beats, well, about anything ever made for a pnp setting. Some people won't like it but that's true of any direction you go.

What am I making up? That there wasn't jarring stuff in PS:T? Then do pray tell where there was the Fallout 3 style(or even Fallout 2) of ridiculousness in PS:T that just showed up for no reason? I'll give you the answer: there wasn't any. PS:T wasn't in any way comparable to Gamma World in execution so you and Shannow are wrong on this. I won't entertain any argument to the contrary either.
 

Johannes

Arcane
Joined
Nov 20, 2010
Messages
10,669
Location
casting coach
I can't exactly wrap my head around on how a Wasteland game done today should be. Because when I think of the original, it's really not that coherent an experience (at least in my memories) - each location is really different from each other, there's no single theme to be found. Wacky postapocalyptic stuff of all flavors, really a themepark kinda. And the gameplays specialty was the world interactivity with skills of course - something like that will surely be there, but combat and skill system probably will be (plus should be) thoroughly revamped. The overall feel is quite tied to the interface, no way you'll do a game like that with todays tech, a game that's so abstract in a sense, it lets you use your imagination where with more descriptive graphics you'd have no room for that.

I just can't properly think of any single thing that they'd absolutely need to retain for the game to be considered a fitting sequel. Don't really have any real expectations either, quality- or otherwise, but I'll wait and see.
 

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