MightyHedgehog
Member
Nearing thirty-thousand backers for a total of $1.525 million pledged.
Also, in Fargo's Twitter was a link to Liz Danforth's homepage talking about how she was involved with some of Wasteland's development, in particular one of the very first things you encounter in the game. It's an interesting anecdote and I'm glad Fargo went out his way to try and involve everyone who is core to the experience of the first.
Also, in Fargo's Twitter was a link to Liz Danforth's homepage talking about how she was involved with some of Wasteland's development, in particular one of the very first things you encounter in the game. It's an interesting anecdote and I'm glad Fargo went out his way to try and involve everyone who is core to the experience of the first.
Liz Danforth on her site said:So I experienced an enormous swell of excitement on March 5th, when Brian Fargo wrote me asking Not sure if you have been paying attention to all the wasteland news but would you like to work with us on a sequel?
I had to work out some things, including checking that the Storybricks team was okay with this. Thankfully, they were. They knew I’d worked on the original Wasteland computer game, released back in 1988, and were supportive of the whole idea.
With my issues addressed, I was very pleased to tell Brian Yes Yes Yes and Yes.
WASTELAND
I wasn’t a big part of the original project, but Highpool was one of the areas I wrote that appears early in the game. People still make sour faces when I grin evilly and say I was responsible for the tragedy with the kid and the rabid dog. I did other bits elsewhere in the game too, but that’s the piece I hear the most feedback about.
Still, the remarks aren’t always kind! I recall a forum comment I read just a year or two ago, saying something like “What kind of sick mind thinks up a situation where you have to kill a kid’s dog? And the kid too?”
dog, mad dog, rabies, fighting, anger*ahem* Wasteland is a post-apocalyptic world set in our near future. An animal infected with full-blown rabies can’t be saved in our world, today. With limited medical supplies and a trashed infrastructure, how in hell do you imagine you could possibly do anything but put a rabid dog out of its misery?
You never had to kill the kid, either. He’d throw himself at you, yes, but you’re playing a squad of big strong mega-weaponed Rangers! Grownups! Walk away. It’s not like you were chickenshit for backing down from some evil-hearted final boss bent on scourging the world and all you loved within it. It was a little boy.
True, if you passed through the area again, the kid would scream and yell and accuse you of terrible things — forever. But why would the boy forget the bad strangers who killed his beloved dog? He’d only asked you to help him.
You were never allowed to forget either.
EMOTIONAL CONTENT
That isn’t something that happened in video games of the time. I didn’t know that — the scenario I created was the kind of thing I’d've written for a bit of fiction, or a tabletop game. I play with emotions, and I still delight in knowing a little story I wrote can make strong men and women cry. The rabid dog’s tale was simply cause and effect, a touch of the unexpected (for the time), and the power of unforeseen consequences.
I remember that I had to argue to keep that event the way I wrote it. I think it was Alan Pavlish who said “But you have to give them a way to save the dog!” I explained the medical reasons why I felt that was unacceptable, how effective it would be to keep it this way, and he finally said okie-dokie. And that’s how the story was eventually programmed.
That was just little tiny bit of storyline in a larger game that had many memorable moments. The whole team’s joint efforts resulted in something amazing, with impact that still resonates. And even if it did get me called “a sick mind” decades later, people tell me they still remember the dog, decades later.
A lot of powerful, creative, intelligent minds worked on the first Wasteland. Brian is assembling the core personalities who drove that game, including my old friends from Flying Buffalo and T&T days, Mike Stackpole and Ken St Andre. I met Alan Pavlish while working on Wasteland and worked with him many times thereafter, writing large chunks of subsequent Interplay projects like the two Star Trek titles (25th Anniversary and Judgment Rites) and other works. I was delighted to learn that another creative friend from that time, Steve Peterson, once of HERO Games and co-designer of Champions, is evidently also getting involved. [ETA: I may have misunderstood something Steve said, but it would be cool if it's true!]
Right now, it looks like I’ll be doing just a little in the new game, but at least one map. Expect a worthy successor to Highpool. Expect me to jack around with your emotions and expect your decisions to have consequences. I know more about games and game design than I did then, and I’d like to think I’m at least as creative today as I was then, if not more so.