Sorry, I meant Wasteland in the 2nd part of my statement.
On another note, someone finally bit the bullet and pledged the $2500 level! But the goodies have changed for that level, so that's why.
What has been changed?
Sorry, I meant Wasteland in the 2nd part of my statement.
On another note, someone finally bit the bullet and pledged the $2500 level! But the goodies have changed for that level, so that's why.
By founding interplay and funding some of the most incredible gaming experiences I've ever had in my life (Fallouts, Infinity Engine series, Freespace, Descent, and on and on) he is directly responsible for hundreds if not thousands of hours of joy in my life.
What has been changed?
Completely agree. The girl holding the stop sign is miles ahead of any current design. Reminds me of the girl in new Naughty Dog game.
The one holding the sword? Ugh no.
Almost every title Interplay published in the 90's was pure gold. Producing and funding so many excellent games required the man to know what he's doing.I question the use of the word "directly" in this sentence.
What has been changed?
It's now a much more interesting tier.On another note, someone finally bit the bullet and pledged the $2500 level! But the goodies have changed for that level, so that's why.
WL2 KS $2.5k tier rewards said:You get to place a personalized collectible artifact in our world and write its backstory! It could be anything from an engagement ring to a teddy bear. We will have 200 of these rare and semi rare items that can be found throughout the Wasteland 2 world. When collected, all players will learn about the personal touch that you added to the world. You'll also receive a signed Collector's Edition, boxed version and 10 digital copies of the game to do what you'd like with, in addition to a lv4 Desert Ranger medal of honor limited edition collectible. (This does not include NPC/Weapon/Location as well)
I want more $1k slots, damn it.
I assume they want to limit the amount of personalized NPCs and such. I imagine the majority of people in the 1k tier are going to go with NPC
I think it's up to InXile to decide if a contributor will be an NPC, a weapon or a location.
You were trying to hook up with the girl in the wheelchair? Did she use her rockets on you? I've never tried CHA/CHR on her before in all my playthroughs.
To your first question - no. Not even close. Don't get me wrong, I enjoyed Fallout 1, but it was, to me, quite, quite different from Wasteland. I much prefer Wasteland's setting and atmosphere over Fallout's.
Brian Fargo didn't have much creative input into Fallout actually. He was more the studio boss during the time. Unlike with Fallout, which he did have direct design input into.
I can't remember who did who, but I think Tim Cain said at his GDC Fallout Post-Mortem that Chris Taylor had invented it, but he had arranged it as weird acronym like LIACPES or something like that. I think Fargo saw that and suggested rearranging it so its spelled SPECIAL.I'm pretty sure that it was Brian Fargo who came up with SPECIAL and perks, among other things. He was definitely involved in designing Fallout.
I can't remember who did who, but I think Tim Cain said at his GDC Fallout Post-Mortem that Chris Taylor had invented it, but he had arranged it as weird acronym like LIACPES or something like that. I think Fargo saw that and suggested rearranging it so its spelled SPECIAL.
I can't remember who did who, but I think Tim Cain said at his GDC Fallout Post-Mortem that Chris Taylor had invented it, but he had arranged it as weird acronym like LIACPES or something like that. I think Fargo saw that and suggested rearranging it so its spelled SPECIAL.
Btw here's Tim Cain's GDC 2012 presentation on Fallout for anyone who missed it:
http://www.youtube.com/watch?v=Xa5IzHhAdi4
That was it! Easier to pronounce than LIACPES, evenACELIPS!
Yeah, he also came up with the Fallout name, apparently. Sounds pretty hands-on for a CEO.Ah, yes. But I definitely remember something about Fargo coming up with perks because he felt there was something missing.
Great watch for any Fallout fan. Lots of surprising stuff in there (though I'm a little worried about Tim's knowledge of evolution theory )Btw here's Tim Cain's GDC 2012 presentation on Fallout for anyone who missed it:
http://www.youtube.com/watch?v=Xa5IzHhAdi4
GZ: How would you pitch Wasteland 2 to players that never heard of Wasteland, what can they expect, and why should everyone play this?
Brian Fargo: If you go back to Wizardry, Bard's Tale days and other classic role playing games, you control a party of characters. The part of the fun is the mix right? If it was a medieval setting, it was the Thief, the Warrior, a Spellcaster and you find your right combination, mixing and matching combinations, that's a lot of fun, and there is a lot of tactics you can do with that, and bringing that kind of game, is fun. On top of that, some of the role playing games today have become fairly pretentious, and ours is not, ours is 'you play it the way you want' and so we don't set any kind of morality on anything you do and there is no clear cut way to handle things. And often when you try to do things right, you end up getting yourself in a situation going from bad to worse, and we just put you in these uncomfortable situations where you just couldn't help it. NPC's that join your group have a mind of their own, so you have some control over them, but if they want to steal from you, or empty a clip, or maybe they have a vendetta against bikers and open fire when you didn't want them to, then you have to deal with the consequences. All these kinds of dynamics are interesting, and what made Wasteland fun was the system, making the story and experience work, but it's what happens within the rules that makes it interesting. If NPC's go through all the clips which are really hard to find, you find yourself screaming at them, and you can't get that kind of emotional reaction from the writing, you get it from the system.
1,199,999$
So turned based as in Fallout style turned based?
Not "push space to pause and plan your turn while everything is still running in hyperactive real time"?
Just broke 1.2 million. So how high do people think it will go? First time I payed any attention to Kickstarter.
Just broke 1.2 million. So how high do people think it will go? First time I payed any attention to Kickstarter.
Just broke 1.2 million. So how high do people think it will go? First time I payed any attention to Kickstarter.
So turned based as in Fallout style turned based?
Not "push space to pause and plan your turn while everything is still running in hyperactive real time"?
I wouldn't be surprised to see it breach 2 million.
My guess is it will end up under 2 million. By comparsion, the Doublefine kickstarter reached 3.3 million, but, well, that was Doublefine.
About 1.8 million at the end.
So turned based as in Fallout style turned based?
Not "push space to pause and plan your turn while everything is still running in hyperactive real time"?
I like this a lot, but mainly because it's very Fallout-y, and because I love the original Wasteland font.
By the way, am I crazy or that sign reads Kickstarter City?
I think it actually looks more Wasteland-y, plus it's a total complement to the orange of the original. Also, I want to be able to adopt or own dogs for added perception checks/a free NPC-styled combat maneuver per turn at the cost of feeding it food items every few days (or letting it chow down on slain biological enemies). If you don't feed it, intra-party combat time! If you spend skill points at the right library, a Ranger with the requisite IQ level can choose to learn Dog Training and make it a fully-fledged fifth Ranger that allows full control and new commands, like toggle-able free roam mode where the AI determines how the dog shadows the group (tracking/pathing behavior on the map cells), ahead or behind or in the middle. Maybe it might be able to sniff stuff out, like secret items stashes automatically (ala Fallout's dog commands to search for items) or, at least, push out the range for perception checks to see and avoid or choose how to tackle detected but still-unaware enemies. This dog would be with you until death or dismissal...or the death of the Ranger PC who trained it.I like this a lot, but mainly because it's very Fallout-y, and because I love the original Wasteland font.
I'm pretty sure that it was Brian Fargo who came up with SPECIAL and perks, among other things. He was definitely involved in designing Fallout.
I think it actually looks more Wasteland-y, plus it's a total complement to the orange of the original. Also, I want to be able to adopt or own dogs for added perception checks/a free NPC-styled combat maneuver per turn at the cost of feeding it food items every few days (or letting it chow down on slain biological enemies). If you don't feed it, intra-party combat time, bitches! If you spend skill points at the right library, you can learn Dog Training and make it a fully-fledged fifth Ranger that allows full control and new commands, like toggle-able free roam mode where the AI determines how the dog shadows the group (tracking/pathing behavior on the map cells), ahead or behind or in the middle. Maybe it might be able to sniff stuff out secrets or items automatically (ala Fallout's dog commands to search for items) or, at least, push out the range for perception checks to see and avoid or choose how to tackle detected but still-unaware enemies.
Fallout was originally going to use GURPs, but SJG decided to terminate the license when the game was well underway
http://rpggeek.com/thread/471383/fallout-a-gurps-post-nuclear-adventure
The SPECIAL and the perk system is very much like GURPs, they did a little bit more than file off the numbers, so to speak, but not that much more.
Someone saved the Fallout site from before the changeover.
http://www.duckandcover.cx/official/gurps/index.html
What gave me the Fallout-y feel for me were the old cars, the dog and the desert. I have Wasteland more associated with wacky color palettes.I think it actually looks more Wasteland-y, plus it's a total complement to the orange of the original.
YES! FARGO PLEASE ADD THISAlso, I want to be able to adopt or own dogs for added perception checks/a free NPC-styled combat maneuver per turn at the cost of feeding it food items every few days (or letting it chow down on slain biological enemies). If you don't feed it, intra-party combat time, bitches! If you spend skill points at the right library, you can learn Dog Training and make it a fully-fledged fifth Ranger that allows full control and new commands, like toggle-able free roam mode where the AI determines how the dog shadows the group (tracking/pathing behavior on the map cells), ahead or behind or in the middle. Maybe it might be able to sniff stuff out, like secret items stashes automatically (ala Fallout's dog commands to search for items) or, at least, push out the range for perception checks to see and avoid or choose how to tackle detected but still-unaware enemies.
My guess is it will end up under 2 million. By comparsion, the Double Fine kickstarter reached 3.3 million but, well, that was Double Fine.
I have Wasteland more associated with wacky color palettes.
Please, post this on their forums.
I hope it is like 1980s rpgs. A graphic of the enemy top life, battle status top right and the party underneath.
That's never going to happen.
Really like the this. Gives the sense of a grim dawn or sunset. A lot of post-apocalyptic art seems to give the sense that things are happening not too far after the bombs dropped. But in the above picture you get the sense that things have moved on, the Earth has healed somewhat and all thats left are scatterings of human, animals, and broken down husks of technology. I'm hoping Wasteland 2 is more in this vein of post-apocalyptia.
GZ: So what we read is that it's going to be a top-down, turn-based RPG very much like Fallout 1 and 2. How will it differ from those games, and will there be some modern conventions, or more of a classic gameplay experience?
Brian Fargo: I think it's going to be a nice hybrid experience between Wasteland and Fallout 1 and 2, along with quite a few graphical updates, but with that said, we're going to experiment with a couple different things, throw it out to the forums, and say what do you guys think about this and that, and adjust accordingly. Overall, yes, it's more of a party based game, much more than Fallout was, focusing much more on the group, rather than the individual.
So it's official there is no voices?
I think most people will be disappointed because they were looking forward to an old school Fallout game and are getting more than they bargained for.
Hope you guys have fun with your top down, turn based, text only rpg!
So it's official there is no voices?
I think most people will be disappointed because they were looking forward to an old school Fallout game and are getting more than they bargained for.
Hope you guys have fun with your top down, turn based, text only rpg!