RPS: Do you think itís going to work naturally or might there be a clash, in that Wasteland is about player agency and freedom, while the game heís most revered for, Planescape, is very much a fixed, set narrative?
Fargo: No, they wonít clash at all. What Chris brings is this wonderful density to his levels. So heíll be involved with the overall, but heíll also be given some sections in particular that heíll be able to put his stamp on. Itís sort of like in science fiction novels where multiple authors get involved and do their own parts, all with their own style.
To me, itís going to be cool because itís going to give a greater sense of variety as you move around the world. But thereís no way on Earth this is not going to be a sandbox type game.
What can you tell us about your plans for Wasteland 2 in terms of gameplay, visual themes etc? Will it remain true to the original?
We are going to build upon all the elements that made Wasteland great. You control of a group of desert rangers in the southwest part of the states who are seeking to restore some law and order into a post apocalyptic world.
But despite their mission of restoring peace it is up to the players to decide the morality of their choices. We will not preach what behavior to take and nor will every negative thing you do necessarily turn into something bad happening to you.
The game will be party based like the original, feature modern day weapons for combat and use the skill system that everyone loved so much. Visual themes will run the gamut from desolate and bleak to cities that are attempting to recover from destruction.
About the game itself : your focus is to please the community and fans with top-down view, turn-based combats, well, all the old-school good stuff, fans loved about old RPGs. But how far will you go ? Many gamers evolved and are now used to easy interface, and often being « hand held » in games.
We are not going to stray from the original formula that made these classic games work so well and perhaps the challenge/difficulty will be more than some can handle. But there is no reason to not take advantage of UI conventions like allowing the user to customize it the way they want. There is more flexibility in change when it doesnít hurt the core experience but it isnít like Fallout 1/2, Baldurís Gate and Icewind Dale werenít accessible. I think people spend too much time trying to dumb down the experience when in fact most the players are quite smart.