Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Could be, actually, now that you mentioned it.
I don't get the impression that Wasteland is treating things like lulz. I think the discobot fits pretty well for example and that's the most "lulzy" thing they've showed.Au contraire, Ms. Bee. It's very relevant (special thanks to Infinitron who mentioned Fallout 2 here). See, Fallout 2 had wacky shit - the rat king, talking deathclaws, yakuza, giant robots and such, but they were treated seriously, as if they made perfect sense and fit right in. Even some explanations were provided. Fallout 3 was retarded because they treated everything like lulz.
I'm not trying to attack the game here. I was genuinely impressed with many things, but the loudspeaker humor was Bethesda-level 'funny' and rubbed me the wrong way. The "child's rhyme" line, "something about a flag and a nation" was fucking great though.
Au contraire, Ms. Bee. It's very relevant (special thanks to Infinitron who mentioned Fallout 2 here). See, Fallout 2 had wacky shit - the rat king, talking deathclaws, yakuza, giant robots and such, but they were treated seriously, as if they made perfect sense and fit right in. Even some explanations were provided. Fallout 3 was retarded because they treated everything like lulz.*shrug shrug* Irrelevant.
I wouldn't count on it. We'll answer a number of concerns, but as to the answer of what is the level design like, are there enough hub-like areas, I dunno if there'll be much in the way of definitive answers.
Obviously a tight budget limits what you can do, but the most glaring issues I have can't all be blamed on money.
The Shadowrun team didn't have the budget (or experience) to even make a proper saving system, for example, and had to cut corners on assets and player interations... however, on W2 you see all the assets and game mechanics needed for a great RPG, just badly employed.
And I agree, mostly. I was reacting to that game X is to be saviour of Y therefore it has to be perfect or it is shit and if a part is shit everything is/will be shit thinking and expectation.Obviously a tight budget limits what you can do, but the most glaring issues I have can't all be blamed on money.Who caused this? Hungry and frustrated members of community devoted to years long waiting for another messiah or is it the developer who just makes a game he wants, given a small budget?
The Shadowrun team didn't have the budget (or experience) to even make a proper saving system, for example, and had to cut corners on assets and player interations... however, on W2 you see all the assets and game mechanics needed for a great RPG, just badly employed. Looking at what they showed, it looks perfectly possible to use their editor to make a new Fallout, with open levels, interesting skills checks and even a more complex, party-based combat, but the inXile team is using all that to make a "Theme Park" level and retarded design choices, like the convenient goats near the minefield or the convenient sniper point next to the raider's base... there's no blaming budget for that.
I think the fact that it's voiced just doesn't appeal to you. You know how there are things that don't sound stupid until you've said them out loud?
I'm keeping it fair, the demo simply doesn't keep up with what was promised, especially the quest & map design. I'm not saying it is pure decline, worst shit since Oblivion, but it surely doesn't live up to what was promised... And inXile thenselves chose to make this video/demo, it's what they thought best to showcase how their game is. Hoping that the full game will be different, that they showed us the worst & most linear map they made is either horribly naive of us, or a horribly dumb move of inXile.And I agree, mostly. I was reacting to that game X is to be saviour of Y therefore it has to be perfect or it is shit and if a part is shit everything is/will be shit thinking and expectation.
Any feedback which calls for perfection is good, but keep it fair (eg. ask if there are hub like open maps instead of "nah this is a valley, so all the game is corridor !popamole!!11! ::thorwing up::" ; or that unbelievably wtf demo vs. demo fallacy to prove everything is the same... and shit). I don't see all those black-and-white mindsets any healthy.
In the end, it's very sad to see that even fucking Brian Fargo, after promising a old-school RPG, with MCA and other old-timers on board, and receiving 300% of what they asked, is still making a game that feels less well-thought than Underrail, made by a single men...
In the end, it's very sad to see that even fucking Brian Fargo, after promising a old-school RPG, with MCA and other old-timers on board, and receiving 300% of what they asked, is still making a game that feels less well-thought than Underrail, made by a single men...
What's your point? You implying that Wasteland 1 had lazy design, so Wasteland 2 should also have lazy design? That they changed from hexes to squares because on W1 you could only move in 4 ways? Sorry, that won't roll. Wasteland 1 hid their quests and secrets pretty well, you had to read the descriptions & dialogs with caution and then use the right skills in the right places... way more old-school than Fallout, aeons ahead of "follow all paths for all quests".People forget that Wasteland 1 is not Fallout, and expecting Wasteland 2 to be Fallout, no matter how many times Fargo refers to it, is a mistake. Wasteland 2 is Wasteland 1 with superficial Fallouty vibes, like the quasimetric(tm) view, music and UI design.In the end, it's very sad to see that even fucking Brian Fargo, after promising a old-school RPG, with MCA and other old-timers on board, and receiving 300% of what they asked, is still making a game that feels less well-thought than Underrail, made by a single men...
What's your point? You implying that Wasteland 1 had lazy design, so Wasteland 2 should also have lazy design? That they changed from hexes to squares because on W1 you could only move in 4 ways? Sorry, that won't roll. Wasteland 1 hid their quests and secrets pretty well, you had to read the descriptions & dialogs with caution and then use the right skills in the right places... way more old-school than Fallout, aeons ahead of "follow all paths for all quests".
But nowhere that happens; no one seeks you, you don't have an active role. You just follow every path and find every "event" waiting for you there, in plainly obvious spots, sometimes even in the middle of the road. Even the radio broadcast is for other people, not "please, help me Rangers!".Perhaps his point is that in Wasteland, it makes sense that you take a more active role and that people seek you out. You're a Desert Ranger with the backing of a powerful and involved faction, not a Vault Dweller wandering around alone in a world he doesn't belong in, searching for clues and errands to perform.
What's your point? You implying that Wasteland 1 had lazy design, so Wasteland 2 should also have lazy design? That they changed from hexes to squares because on W1 you could only move in 4 ways? Sorry, that won't roll. Wasteland 1 hid their quests and secrets pretty well, you had to read the descriptions & dialogs with caution and then use the right skills in the right places... way more old-school than Fallout, aeons ahead of "follow all paths for all quests".People forget that Wasteland 1 is not Fallout, and expecting Wasteland 2 to be Fallout, no matter how many times Fargo refers to it, is a mistake. Wasteland 2 is Wasteland 1 with superficial Fallouty vibes, like the quasimetric(tm) view, music and UI design.In the end, it's very sad to see that even fucking Brian Fargo, after promising a old-school RPG, with MCA and other old-timers on board, and receiving 300% of what they asked, is still making a game that feels less well-thought than Underrail, made by a single men...
But nowhere that happens; no one seeks you, you don't have an active role. You just follow every path and find every "event" waiting for you there, in plainly obvious spots, sometimes even in the middle of the road. Even the radio broadcast is for other people, not "please, help me Rangers!".Perhaps his point is that in Wasteland, it makes sense that you take a more active role and that people seek you out. You're a Desert Ranger with the backing of a powerful and involved faction, not a Vault Dweller wandering around alone in a world he doesn't belong in, searching for clues and errands to perform.
It's like this. There is a bad place where the bad mutants come from. It is bad. Vault is good. Please, go destroy bad place.(which, by the way, has always seemed a bit artificial to me in the way the Overseer suddenly made it your mission to defeat them)
On exploring the world and having a somewhat linear progression of missions & areas, sure. They respond to a HQ, after all... but in no way justifies that the areas themselves are railroaded, and worst, the theme park way quests are placed.What I'm saying is, it's in the nature of this game's story and setting that the Rangers will be a bit more "railroaded" than the Vault Dweller/Chosen One were.
Hexes were already in, and they provide greater movement freedom than squares. Is not my biggest gripe, but going hex -> square is definitely a unpleasant move.I don't see the squares being a problem. The reason you can't move diagonally is because it would give an unfair boost in speed, so the system should work fine. Hexes are harder to code, and they don't provide a significant buff in "strategy" that can be articulated.
So you're telling me that Brian Fargo & crew, the people responsible for Wasteland 1, perceive their own game as simplistic and thus decided to make a even more simplistic sequel?Even though Wasteland 1 didn't have "lazy design", it could as well be perceived as simplistic by many. Appearances matter, and the game came off as quite crude to people who didn't look deep enough. You can see how this worked out with Bethesda's perception of Fallout.
Yes, the combat was clearly upgraded, and hopefully so the dialog. So why roll back on level design?Also, Wasteland 1 had more primitive underlying systems than Fallout, and this includes, very much, the dialogue. And combat.
Accepting this means that Fargo saying things like "I don't care about mass market", or that he hates games that hold players by the hand and admires Dark Souls for making people think were all PR talk, that is impossible for us to have a non-dumbed down game and everything is shit. Meanwhile, fucking Ubisoft is making Might & Magic X, that from all reports seems extremely faithful to old games.In Wasteland 2 I see the game that is trying to be Fargo's vision of Wasteland 1 with modern "necessities", some of which enhance the experience (combat), and other dull it (dialogue and environmental interaction).
Is the streamlining path avoidable for a game that's been funded by a diverse population of modern gamers, or is he shooting for the lowest-common-denominator so that Slow Eddie can have an entertaining experience after enthusiastically donating?
A question old as time itself.