JS: Do you have any specific examples of gameplay mechanics or features that have been changed due to the Early Access feedback, or was it relegated more to bug fixing?
BF: There have been a number of changes. There are points of system balance, such as beefing up the usefulness of Charisma. There are points of level design, such as adding more instances where Alarm Disarm, or Demolitions for disarming traps are more useful. Or it’s minor points, such as the fact that all Wasteland 1followers were found in the gravesite in Ranger Citadel, and this came as a bit of a shock to players who had grown fond of them, so we changed a number of gravestones. In a broader sense, it also lets us know what features people really value and use frequently, so we can prioritize them, such as putting back in a local map functionality. This is important info to have both for now, and for possible post-release work. The beauty of this process is that we took all the feedback that normally comes post launch, and moved into production where we could react to it.
JS: Will there be any assets or aspects of Wasteland 2 that will carry over into Torment: Tides of Numenera?
BF: No particular assets or aspects. Torment is very much so its own game, with different design goals from Wasteland 2, and carrying over design concepts doesn’t really work. The main thing we’re taking from Wasteland 2 into Torment is experience and lessons learned!
JS: What are some of those lessons learned from Wasteland 2?
BF: In the widest sense, it’s about establishing a team and keeping it together. InXile had downsized significantly before the Wasteland 2 Kickstarter, but the money coming in allowed us to build a team up again, and because we planned ahead for Torment, we can keep that team together from project to project. Having an experienced team who have worked together makes a huge difference in how efficiently you can work on a project. Other things have to do with seeing the way people react to things, as we now have a baseline to work from for some things like the user interface.