Wasteland 2 Interview
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There's an article-style interview with inXile Entertainment's Brian Fargo up on Digital Spy, during which the video game industry veteran tackles questions about the RPG's choices, consequences, and endings. Here we go:
Another example is an optional character who joins your party partway through the story, who asks you not to tell Vargas. The player can then walk all the way back to the start area, tell him, and she'll be forced to leave the game there and then.
"It's a small moment, but it's a meaningful moment," Fargo told Digital Spy. "It's an effect where you think, 'I'm going to try this and see what happens', and guess what, something really comes out of it.
"This game has thousands of those little moments. To me... when you do three or four of those in a row, I think that's when you're really immersed. It's when things don't act naturally, is when you get jarred out of it."
The same philosophy also applies to the game's endings, where the game can take a dramatically different turn based on their actions.
If the party decides to repeatedly slaughter innocents, for example, General Vargas will brand you traitors, sending hit squads after you for the remainder of the game.
The game's path will be cut off permanently, but a new one will take its place; an anti-hero alternative of surviving the assassinations and going after Vargas himself. Aligning with his enemies and defeating him will also result in a different outcome.