Brother None
inXile Entertainment
- Joined
- Jul 11, 2004
- Messages
- 5,673
Reactivity of course remains a major focus in these coming months. We mention combat a lot because it's mechanically interesting and specific to talk about and because there is a lot of potential for growth but it's not our sole focus.
I'm not sure I follow here. Wasteland 2 is not lacking in scenarios that can play out very differently depending on how you approach them, though it's still being built out, and tons of little scenarios and events that are easy to miss (having Angie with you when you confront the witness in Rail Nomad, digging up a certain grave with Scotchmo around, Sean's reaction to Vultures-Cries depending on how you approached that and what you tell him, the raiders showing up at Ranger Citadel if you convinced them they could become recruits, etc etc). What are you thinking of specifically? The problem from my reading seems to be much more with the way these events and reactivity are set-up and plotted out in map design than with whether they exist and how they work (though again, consider this the foundation with more being built out, the overhaul of Highpool being a good example, I'd put it up against any early Fallout 1/2 map as it is now, in mission amount/design).Funnily enough when those who saw the "videoes" asked the players, hey after this situation what happens if you do this instead of this.
Last edited: