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Wasteland 2 Kickstarter
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Synonamess Botch
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March 30, 2012 - 3:46 pm
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I'm sure most of you know of the Wasteland 2 Kickstarter which has already met it's goal.  As someone who played the original game and thought very highly of it back in my C64 days, I was very pleased to hear of it.  The latest news is that guys from Obsidian will be contributing to the project as well.  I remain cautiously optimistic about the whole thing, but dang if that doesn't tempt me to completely geek out.  If Tim Cain and the ex-Troika guys were to jump on board as well it could create a singularity of RPG awesomeness.

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Steerpike
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March 30, 2012 - 3:55 pm
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Oh man, that would be awesome. Brian Fargo, Tim Cain, Chris Avellone, Feargus Urquhart, the whole band together again!

My brother and I played Wasteland on an Apple IIc. I'm excited to see what they do with a sequel. Don't know how much staying power this Kickstarter craze will have, but everything so far seems worth the investment.

Life is the misery we endure between disappointments.

Scout
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April 1, 2012 - 5:46 pm
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I once played several hours into Wasteland before putting it down. I thought it was pretty engrossing for as long as I played. I did notice that the Wasteland Kickstarter launched about three seconds after Double Fine ended which struck me as a tad tacky but hey, I imagine I would be thinking along the same lines if I had a long-dormant franchise on tap.

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Synonamess Botch
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April 2, 2012 - 11:08 am
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I think it's fair to say that the name Brian Fargo has some negative perceptions attached to it.  He's been blamed for the fall of Interplay after all.  I don't know how true that is.  I'm still pretty pumped though.  I've wondered if anyone was at all interested in doing a roll-your-own, party-based RPG anymore, outside of indies.

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Synonamess Botch
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April 18, 2012 - 6:49 pm
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Tim Cain is actually working at Obsidian now.  Singularity imminent!

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AJLange
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April 18, 2012 - 7:37 pm
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We tossed in to this one before the clock ran out. So we will be getting a couple copies at my household, when it's done. 

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Synonamess Botch
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May 17, 2012 - 11:57 am
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Updates continue to come in about the project.  They've chosen a toolset called Unity.

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Steerpike
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May 17, 2012 - 12:35 pm
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Yes, and it makes sense. Unity is a very common engine for both web-based and offline games; it's used a lot in schools because there's a free version of it. As far as I know, it's pretty easy to work in.

Something I've been interested in with these Kickstarters is what middleware tech various developers will go with. I (almost) always advise clients against developing their own - you'd be amazed how many still insist on it even when it's (almost) always a terrible idea to do so - and with the comparatively low budget of a Kickstarted game, the really pricey middleware is probably out of reach. So for a game like this, Unity is a nice, reasonable choice.

Life is the misery we endure between disappointments.

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Synonamess Botch
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May 17, 2012 - 2:14 pm
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Yes I imagine these types of decisions are crucial.  Fargo explicitly stated that the company is not in the technology development business.  Even so, I can understand the temptation to want to "roll your own."   There are always trade-offs.  Good to hear that they've made some level-headed choices.  That's usually a good sign.

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xtal
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January 18, 2013 - 2:35 pm
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PC World interviewed Brian Fargo about progress on Wasteland 2. It's a nice quick read.

http://www.pcworld.com/article.....tk.nl_game

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Synonamess Botch
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February 10, 2013 - 1:29 am
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I just watched the first gameplay video (backers only) and oh my!  It is chock full of tactical, turn-based combat as well as all manner of skill usage.  That's to be expected I suppose but it also looks very nice and, most importantly, I'm digging the vibe/atmosphere.  This may really turn out to be a winner.

 

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Steerpike
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February 11, 2013 - 9:08 am
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Yeah, that first gameplay video was great stuff. Classic Wasteland, classic Fallout, with a new coat of modern technology. I loved the way the characters moved through the landscape, and I loved the customizable UI. I wonder why more developers don't provide that option? It was great in Morrowind and it'll be great in Wasteland 2.

I actually didn't back this game - it was before I got into Kickstarting games - but I'll definitely buy it. It's probably going to be one of the first titles we see from the Kickstarter craze, perhaps as early as late summer.

Life is the misery we endure between disappointments.

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geggis
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February 11, 2013 - 3:55 pm
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Yeah I watched it last night after Armand sent me a link. My running thoughts went a bit like this:

"Oooo! I didn't back this but oooo!"

"Wow, what disturbingly dark radio chatter. I like it."

"Looks like Fallout but we knew it would to some extent. Looks pretty though."

"TEEEEEEEEEEEEEEEEEEXT! YES. I miss you incidental descriptions."

"Nice! Customisable interface!"

"Superflies? Fat worms? Not sure about those. But the combat looks promising."

"Awww, no lockpicking mini-game a la Thief, Fallout 3 etc.?"

"Oh no, a key word dialogue system like Morrowind's..."

"Hmm, she seems quite liberal with the swear words."

"Nice interiors!"

It's early doors but I'm impressed with inXile's progress so far. I look forward to seeing it develop further. Exciting times for fans of more text-driven RPGs, what with Project Eternity and the new Torment game in development.

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Synonamess Botch
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February 11, 2013 - 7:56 pm
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I browsed the comments on the RPS post about this and it seems many dislike the keyword system.  I can see their points, but it's simply not a big deal for me.  Anyway I can't see how it's worse than a convoluted dialog tree.  Wasteland was not so much about role-playing through guess-the-proper-response as it was through creating a party customized to your style with completely open-ended possibilities.  Then you could tackle the hostile world in whatever way you saw fit.

In short, Wasteland was not Fallout.  It was a different type of RPG albeit in a very similar setting.

In contrast, a game such as Torment very much was about role-playing in a strange universe through dialog.  Keywords would have been a huge detriment.

Oh and I was a little disappointed by all the swearing.  I'm no prude, but those things are most effective when used sparingly.  But then again you could argue that the woman in the Ag Center was severely distraught.

 

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geggis
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February 12, 2013 - 8:13 am
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Yeah exactly. I think my other issue with the keyword system is the ambiguity of certain words. Like, I dunno, 'mission'. Is that asking for a mission? Asking about a mission? And what if a keyword gives you some undesired outcome? I can see how it would make dialogue much easier to manage from the dev's point of view and to keep personality separate from the content (maintaining a degree of roleplaying without having an angle imposed on your choices) but I wonder how they'll avoid such issues.

I reckon that sweary woman was just hysterical so I won't take her as an indication of the overall tone of the dialogue, but it did set tinkly little alarm bells ringing.

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Synonamess Botch
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February 12, 2013 - 1:17 pm
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Gregg I can see how poor use of this keyword system could lead to the ambiguity that you mention.  There's also the fact that it could be plain old boring.  Remember the old Ultimas?  Job.  Name.  Ennui.

To get it right, I think they'll have to make it interesting enough to justify its inclusion without giving it too much weight such that its obvious limitations don't detract from the role-playing experience.  Not an easy task.

As for the profanity, my main concern is that it will be used in the "Hey look, we're super edgy!  Our characters cuss!" sense.  That doesn't really fly with anyone over 12.  I like to think that the developers understand their audience well enough to know that.  I hope they don't prove me wrong.

One other thing: is it possible for some people with religious convictions to not be portrayed as psychopathic, signs of the apocalypse nut jobs?  Something a bit more nuanced than a one-dimensional caricature would be much more interesting.

 

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geggis
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February 12, 2013 - 3:12 pm
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You're absolutely right regarding religious nut jobs and I'm glad you mentioned it because I'd forgotten about that. The preceding radio chatter was genuinely menacing in a 'holy shit, it sounds like madness out there' sort of way, then the religious dude turns up and it suddenly felt more than a little cliched. Here's hoping it's more nuanced than the trailer suggests!

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Steerpike
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February 12, 2013 - 4:13 pm
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I can't think of a single game where someone religious isn't portrayed as a nut job - aside from strategy games like Medieval. That's a sad commentary, really, regardless of anyone's individual view of religion. The inability unwillingness of games to demonstrate subtlety is one of the things holding the medium back.

When competing dogmas have to take the fore in a game for story reasons, it'd be interesting to see religious angles portrayed as not extreme - or possibly even multiple faiths, incompatible with each other but none of which are loonies - requiring that the player make roleplaying decisions based on a more nuanced set of views. One can hope.

The language did get grating after a while. I won't mind it if they manage to be edgy in other ways as well, and knowing that writing crew I suspect they will.

Life is the misery we endure between disappointments.

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xtal
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February 15, 2013 - 10:00 pm
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While never a theme majorly touched on besides a few codex entries or a few conversations I thought that Mass Effect lore treated religion with a bit of subtlety and nuance, specifically addressing that even after the discovery of aliens (who each had their own dominant belief systems, mostly mirroring our real world mythologies) the religions of Earth "scrambled" to change their ways and still find meaning.

It was always one of the lesser undertones of some stories, but I still thought it was handled well. There were a few zealots here and there but they were mostly political.

(Sorry, I'm just feeling a bit of redeemed love for the ME games after cooling down on the "ending rage," which admittedly I was still relatively neutral on.)

If being wrong's a crime I'm serving forever

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Synonamess Botch
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February 23, 2013 - 10:53 am
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The developers have given a more detailed account of the keyword system, since they got so much feedback about it.  What they've said has pretty much quelled any misgivings I may have had (which admittedly weren't much to begin with).  It's very closely tied to the skill system, e.g. you can "gain" a keyword by successfully using your perception skill on something.

Also, the responses you'll get depend on many factors.  Here's a direct quote from the most recent backer update:

"...the party composition, previous gameplay choices, previously used keywords, previous player responses to NPC questions, character skills, character attributes, item inventory, equipped weapons and armor, prior party actions, and CNPCs in the party. In other words, there isn't a one-to-one correlation between keywords and the NPC’s response."

Sounds good to me!

 

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