Is there any other video coming in shortly, maybe backers exclusive or something?
Probably not.
I do not understand why Brother None can`t just spill the beans on the overall level design trend.
Because it is much more amusing to me to watch people draw conclusions about the total game from this one minuscule glimpse. It's 1/3rd of a small area. I think we did the math back at GamesCom and came up with it being 1/8th of 1/75th of the game. Somewhat facetious, perhaps, but true.
In all honesty, I prefer to show, don't tell on cases like these. Talking about areas will never be as convincing as showing them.
But want me to talk? Sure. I think Wasteland 2 area design is very diverse. There are towns, there are canyons (this is Arizona after all) with more "rollercoaster"-like layout, there are combat-driven areas, there are underground maze-like levels, there are more open fields, all connected by a world map. There's just a little bit of everything. I can't speak to the overall balance/trend, I just haven't played enough of the game (I'm usually too busy to really pour hours into Wasteland 2). I just booted up the games a few times to load in different scenes in Arizona and California, and immediately ran into several open hub areas, towns with houses to enter, people to speak too, small side-missions to do. But keep in mind I've only explored the game, I haven't played it nearly in-depth enough, but I've already run into a bunch of different types of areas.
So why use this area to demo in particular? Well, because
a) it is significantly more polished and bug-free than other areas (some still heavily use placeholder graphics), and we wanted to show an area running in-engine, not some faked trailer. We were running the scene straight from the Unity editor during press showings, so not constantly running into bugs is good.
and b) it accomplished what we wanted from the demo area, which was show a variety of skill usage and solutions, opportunities to talk long and short-term consequences, alternate paths, and show some dialog and combat, all in a 20-minute run.
That's very hard to do in an RPG demo, ideally you want everyone to spend hours with it, but that's not feasible for a press showing or even for a backer video, realistically. But this does all of that in a very dense package (probably too dense, I would expect the pacing and rhythm in the final game to feel more natural, and encounters like the goats-minefield to be tweaked to make more sense (that specific encounter was tossed in literally a week before we showed the demo, initially that area was intended to be used to show the use of Perception)). The goal was not to show a hub area, with lots of talking and small side-missions, or we would have picked one of the locations that has that. Was it picked because it is the best representation we can give of the game in 20 minutes? Well, kind of, for some elements of the game? The game is big enough and diverse enough that you can't give a single-area partial representation and go "the entire game is like that", each area is too different visually and gameplay wise. This shows some of the things the game does well, and I think it's a good, fun area to play through (it helps to play it, when you have freedom to look around more), but in no way does that mean every area is like that, it's just one style among several.