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Not that there is a whole lot new here, but here is the first Brian Fargo interview I have seen pop up in a while, and it reveals that the game's first two areas are written by Chris Avellone, which I imagine will be a very good thing: http://gamestar.ru/english/brian_fargo_kickstarter_wasteland_2_interview_eng.html
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# ? Nov 24, 2012 05:22 |
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# ? May 13, 2024 07:16 |
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It's a good interview and I appreciate his dedication to making Wasteland 2 the best game it can be above all else. I'm really interested to see the end result of this whole process, particularly if they are indeed still using the MSPE system, which I have no familiarity with.
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# ? Nov 24, 2012 05:41 |
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Pyradox posted:It's a good interview and I appreciate his dedication to making Wasteland 2 the best game it can be above all else. I'm really interested to see the end result of this whole process, particularly if they are indeed still using the MSPE system, which I have no familiarity with. Oh, but the original Mercenaries, Spies, and Private Eyes system was probably not as influential as Brian Fargo says; Dungeons & Dragons' basic system was influential to the point that it influenced EVERYTHING, including MS&PE, even if Wasteland was undoubtedly very influential for post-present games generally. The system in Wasteland is a very close approximation of the pen-and-paper version of the game (I bought the basic rulebook a couple of years ago out of sheer fandom lunacy).
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# ? Nov 25, 2012 03:39 |
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What I've seen of MS&PE and it's influence on Wasteland. It's definitely a game made in the '80s. Lots of simple concepts muddied up by complex rules. For instance, the infamous "what does it do?" skill in Wasteland, Combat Shooting, is a skill taken straight from MS&PE. In that game, Combat Shooting gave you a bonus to attack when switching targets, allowing players to engage multiple targets. A bit like the D&D Feat "Cleave" except with guns. In WL, I think they tried to implement it into the game, but failed to, so it got left in the game somehow. Also, the firearms were a bit wonky and their damages had to be changed considerably. WL, the Meson gun does something like 14 dice, plus full auto, making it one of the most powerful weapons in the game but, in MS&PE, a Maxim machine gun does the same 14 dice, plus full auto, and a .50 caliber round does something like 44 dice. It inflates real quick.
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# ? Nov 25, 2012 08:27 |
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RagingBoner posted:Alright guys, I think I've got all my poo poo together, so I just have to print these addresses off and mail them out, and we'll be sitting pretty. I've been absent from here for a while and tonight it suddenly hit me, "Wasteland belt buckle!" and so I thought I'd check out the low down. So good timing by me. Also, I missed Quarex.
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# ? Nov 26, 2012 12:45 |
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So it looks like Brian Fargo has other, even more ambitious plans besides Wasteland 2. The latest scoop is, he has acquired the Torment (as in Planescape: Torment) IP recently: http://www.rpgcodex.net/article.php?id=8650; http://www.gamebanshee.com/news/110214-brian-fargo-acquires-torment-ip-rights-spiritual-successor-in-the-works.html The gist of this is that Planescape and Torment are two different trademarks. The former has been discontinued by Wizards of the Coast, but the latter has been grabbed by Fargo. So it'll be a spiritual successor to Torment rather than a direct sequel. So what do we know at this point? It is known that this project is still in its very early stage. It is known that Colin McComb, Chris Avellone's second on Planescape: Torment, is involved. It is also rumored that the core of the writing team will consist more of book writers rather than pure game designers, which may be controversial. It isn't known in what role Chris Avellone might be involved, if any. And that's pretty much it.
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# ? Dec 2, 2012 17:26 |
I have high hopes for this, but I really wish it'd be an actual sequal (to the game, not the story. Torment's story is finished). Planecape was the best d&d setting.
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# ? Dec 3, 2012 01:04 |
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That's actually a really interesting move. I think it's a good one - Brian Fargo is the kind of guy who would genuinely want to make a good sequel, but they'd have to get at least Chris Avellone working on it for it to feel legitimate. The only thing is, he doesn't want to do a sequel to it because the story's over. I have no doubt that after WL2 they could get him, but it kind of feels like the IP belongs with Obsidian more than with InXile. The real problem is how are they going to do a Torment game without Planescape and without continuing the original story? So much of what the original was depended on the Planescape Setting, and if they were going to do a spiritual sequel, why buy the Torment IP at all? The only real reason I can think of is to keep anyone else from doing anything with it for fear they'd screw it up. Brian Fargo strikes me as the kind of guy who'd want to "rescue" the brand rather than risk someone else run it into the ground.
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# ? Dec 3, 2012 01:16 |
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This is a very interesting scenario all around. I have to assume Obsidian knew this was coming, since they are about as close as any two game companies. It would hardly surprise me if this became another collaboration between the two on down the line. The only question is, do any of us actually understand how intellectual property works? I mean, I understand that Planescape is not part of this ... but what does that mean buying "Torment" even accomplishes? Surely they could have called a game "Torment" anyway? I suppose now they can call it "Torment" and have super-zany-crazy things. Actually, wait, so maybe how it works is they obviously cannot use the standard D&D world/creatures/et cetera, but they could have Dak'kon and Nordom and Annah reappear?
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# ? Dec 3, 2012 05:07 |
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Basically, if there was a reasonable chance of someone mixing up Torment and Not-Torment, Not-Torment could've been forced to change their name. That's the short version, anyway.
Smol fucked around with this message at 11:33 on Dec 3, 2012 |
# ? Dec 3, 2012 10:37 |
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Quarex posted:The only question is, do any of us actually understand how intellectual property works? I mean, I understand that Planescape is not part of this ... but what does that mean buying "Torment" even accomplishes? Surely they could have called a game "Torment" anyway? I suppose now they can call it "Torment" and have super-zany-crazy things. IANAL, but intuitively it would seem that "Torment" covers all the stuff not part of the Planescape setting - so, TNO and the other characters written by Black Isle (but not characters from the setting like the Lady of Pain), the actual plot of Torment (but not the backstory of Sigil), and any locations created for Torment like the Fortress of Regrets (but not Sigil itself, say).
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# ? Dec 3, 2012 22:19 |
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They flat out said it would be a 'spiritual' sequel, which means, I suppose the Torment 'brand' would mostly be to get press and to give an idea of what the gameplay would be like, rather then recycling any locations or characters.
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# ? Dec 3, 2012 22:28 |
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I really do like this discussion and want it to continue, but SOMETHING ACTUALLY HAPPENED http://www.kickstarter.com/projects/inxile/wasteland-2/posts/361730?ref=email&show_token=9ebef4323bcd6675 TOASTER REPAIR IS NOT THE "SPECIAL BACKER SKILL" Edit: It genuinely sends shivers down my spine to see the words "Alarm Disarm" relevant in 2012. Dr. Quarex fucked around with this message at 03:03 on Dec 4, 2012 |
# ? Dec 4, 2012 02:58 |
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I was having trouble making sense of that list of skills in random order... Weapons Brawling Blunt Weapons Bladed Weapons Handgun Shotgun SMG Rifle Sniper Rifle AT Weapons Demolitions Energy Weapons Crafting Weaponsmith Bullet Swagging Toaster Repair Coin Crafting Salvaging Cyborg Tech Conversation Bartering Intimidate Spot Lie Misc Skills Animal Whisperer Outdoorsman Field Medic Doctor Silent Move Pick Lock Safecrack Alarm Disarm Evasion Leadership Backer Skill Examine Brute Force
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# ? Dec 4, 2012 03:12 |
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Fintilgin posted:They flat out said it would be a 'spiritual' sequel, which means, I suppose the Torment 'brand' would mostly be to get press and to give an idea of what the gameplay would be like, rather then recycling any locations or characters. I think this is exactly right. They've secured the rights to they can say "this game is like Planescape: Torment and made by (some of) the same guys who made Planescape: Torment" with some legitimacy. Probably a smart move. Hopefully Avellone will be involved in at least some capacity. Given what's happening with Wasteland, I'm sure he wasn't surprised by this information.
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# ? Dec 4, 2012 03:16 |
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I am surprised to see just how many weapon skills there are. I guess decided that the way to solve the problem of there being barely any viable weapons at the end game, this way clearly there will at least be one viable weapon per type, or something. TOASTER REPAIR I really am kind of mystified by what the backer skill can be, as I thought it had to be either Cyborg Tech or Toaster Repair if it was going to fulfill the role of being a nostalgia thing that was mostly for flavor. Clearly it is instead going to be something like "Looking Great In Leather."
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# ? Dec 4, 2012 03:39 |
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I was thinking they could be clever and make the backer skill be "philanthropy" or something.
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# ? Dec 4, 2012 04:02 |
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That raider portrait looks incredible. I really, really, really hope we'll be able to dress up our party like that.
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# ? Dec 4, 2012 13:01 |
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Upmarket Mango posted:That raider portrait looks incredible. I really, really, really hope we'll be able to dress up our party like that. I'm not one for killing anyones enthusiasm for Wasteland 2, of all games, but this is kinda setting yourself up for disappointment, even a tiny bit, isn't it? I mean, it's an isometric game where the characters are roughly 12 pixels high, the detail would probably not be in anything like the character model, more likely it's roughly how a bandit might look like or somesuch. Maybe we'll get to use it as a portrait, I dunno.
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# ? Dec 4, 2012 13:13 |
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I understand that, but it'd still be pretty rad to dress up my 12px tall mankillers like they just stepped out of Mad Max.
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# ? Dec 4, 2012 13:20 |
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Slashrat posted:I have high hopes for this, but I really wish it'd be an actual sequal (to the game, not the story. Torment's story is finished). Planecape was the best d&d setting. Unless they have plans to resurrect Planescape themselves in the near future, I can't see what's behind their reluctance. Zephro fucked around with this message at 14:22 on Dec 4, 2012 |
# ? Dec 4, 2012 14:20 |
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This is a surprise, inXile is crowdsourcing some of their 3D modelling. They are going to release concept art for assets they need on a weekly basis, modellers will have to submit their creations to the Unity Asset Store, and inXile will buy it from there. The first week's worth of asset requests has been released as part of all this. It is an ambitious experiment, we'll see how successful it is.
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# ? Dec 6, 2012 06:10 |
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I am prepared to announce that this is the greatest news in the history of our sport, fans. I cannot think of anything bad about this at all. I am sure somebody can puncture my Amazement Bubble, but ... sure, they are undoubtedly not going to pay nearly as well as if you actually worked for the company, but this is going to suddenly give every talented 3D modeller in the world a chance to suddenly have their work catapulted into the quasi-big leagues. And I have no doubt this is going to result in having more models than if they did it in-house anyway. I AM NOT THE LEAST BIT EXCITED
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# ? Dec 6, 2012 06:16 |
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This will be great, I hope we get to see the rejects (so we can point and laugh). Good idea, though.
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# ? Dec 6, 2012 06:35 |
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Zephro posted:I really don't understand why WOTC is so reluctant to license the setting. I can get that they don't want to support it in future or whatever, but they wouldn't have to. All they'd need to do is have Brian Fargo give them some money and then their role in the matter is done. It's free money for them. It's probably the latter. Or it's a system shock situation. They'll sit on the rights forever rather than have someone else try to profit off of it.
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# ? Dec 6, 2012 06:39 |
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It might be about controlling the D&D brand. We'll never see a D&D 4 game, for instance, because now that they have the rights to video games back they want to focus on the next edition. Likewise making a game with a setting that doesn't gel with their idea of what D&D is might hurt the brand by creating the idea that D&D is supposed to be X while they want D&D to be Y. Honestly I think that's the most likely scenario. They don't want people to think D&D is about all this weird poo poo. A new Planescape game would necessarily be about all this weird poo poo because that's basically what Planescape is. So it'd hurt the perception of the brand that they want to create.
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# ? Dec 6, 2012 06:50 |
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I don't think Planescape is any weirder than base D&D. People have just gotten used to it because it's gone through nearly a dozen editions and been around almost 40 years now. It's a sort of cultural touchstone right now, but it was a weird concept when it started.
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# ? Dec 6, 2012 07:03 |
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I kinda disagree. Look at Torment. Look at Nordom, who looks like a reboot reject, or at those dudes that basically talk in rebus puzzles. Planescape is weird. That is why it worked for Torment, which revolved around deliberate inversions of a lot of ideas about fantasy. That's what Planescape is, and the fact that it provides for that kind of weirdness any playfulness is what makes Planescape attractive. Seriously, compare that with the super-popular Tolkien nonsense that defines fantasy for most people. If you were selling D&D, would you want to latch on to Tolkien or Mervyn Peake? Who's more successful, George R.R. Martin or Michael Moorcock?
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# ? Dec 6, 2012 07:19 |
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The Machine posted:This will be great, I hope we get to see the rejects (so we can point and laugh). If you look at the submission process, http://wasteland.inxile-entertainment.com/unity they are being submitted to the Unity Asset Store first, which means that Unity is doing a pass over on them for quality first, and only those that Unity accepts into their asset store get passed onto inXile. For the Unity Asset Store, you submit something, Unity looks it over and accepts or rejects it. If accepted, you set a price for it, and if it ever is purchased 70% goes to you. If you submit something with a developer's name in the description, then should Unity accept it into their asset store, they will send it along to the developer to look at. Future Unity games can still use all assets submitted for this, regardless of whether inXile accepts them into Wasteland 2. Basically, inXile's bounties will soon have created a full set of postapocalyptic assets in the Unity store, which any Unity game developer will be able to use. Unfortunately due to this submission process, we won't see the worst rejects, only things which get accepted by Unity but rejected by inXile.
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# ? Dec 6, 2012 07:32 |
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DemonNick posted:Who's more successful, George R.R. Martin or Michael Moorcock? Oh please let it be Michael Moorcock.
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# ? Dec 6, 2012 07:58 |
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Nurge posted:Oh please let it be Michael Moorcock. Martin has a very popular meme-spawning HBO series, man.
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# ? Dec 6, 2012 08:32 |
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The MSJ posted:Martin has a very popular meme-spawning HBO series, man. And a young character so universally hated that if he dies in a sufficiently brutal way it'll bring about World Peace.
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# ? Dec 6, 2012 23:39 |
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Nurge posted:Oh please let it be Michael Moorcock. Never heard of him, and I actually enjoy genre fiction from time to time.
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# ? Dec 7, 2012 04:59 |
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Evil Fluffy posted:And a young character so universally hated that if he dies in a sufficiently brutal way it'll bring about World Peace. You know nothing Evil Fluffy.
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# ? Dec 7, 2012 05:22 |
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I remember hearing that the game is supposed to ship with a copy of Wasteland also. Have they said anything about how the game will be played, like if you have to use an emulator, or if it's been tweaked at all to play on newer computers or anything? Or did I just hallucinate all of that while I was riding through the desert on a horse with no name?
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# ? Dec 7, 2012 06:50 |
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Nails posted:I remember hearing that the game is supposed to ship with a copy of Wasteland also. Have they said anything about how the game will be played, like if you have to use an emulator, or if it's been tweaked at all to play on newer computers or anything? Or did I just hallucinate all of that while I was riding through the desert on a horse with no name? IIRC GoG was going to handle it so it will probably be in a dosbox wrapper.
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# ? Dec 7, 2012 09:32 |
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For those of you backers who haven't checked your email lately, Brian Fargo has gotten you a little Christmas present
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# ? Dec 19, 2012 23:58 |
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inscrutable horse posted:For those of you backers who haven't checked your email lately, Brian Fargo has gotten you a little Christmas present Wow, that's so nice of th- Oh I already own it. News to me!
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# ? Dec 20, 2012 00:01 |
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Yeah, this is good stuff. I truly think Bard's Tale's neutral-at-best reputation is undeserved, and it had enough polish that it should still be perfectly playable now. But yeah, go get your reward and play the game AND TELL THE CLASS HOW YOU FEEL ABOUT IT Some parts of the game certainly are a little too long, but I remember being impressed by how well they spaced out memorable moments throughout the game, rather than having the opening chapter be the only good part. (ChairChucker disagrees)
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# ? Dec 20, 2012 00:35 |
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# ? May 13, 2024 07:16 |
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The only Bard's Tale I've ever played was 2 on my Apple IIgs so at the least this gift will bring back some memories.
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# ? Dec 20, 2012 01:29 |