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Thread: RPS interviews Brian Fargo on Obsidian and Wasteland 2

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    RPS interviews Brian Fargo on Obsidian and Wasteland 2

    We've hopefully got our own interview on this topic coming soon, but in the meantime, here's Rock Paper Shotgun talking to Brian Fargo about the recent news of Obsidian helping out on Wasteland 2 and the general success of the drive.
    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.

    RPS: Whoís going to handle the story element? Are you going to do that in-house or are you going to pool it like those science fiction authors where itís a completely collaborative thing?

    Fargo: Itís going to be a little bit myself and Mike Stackpole making the world sense come together. So weíl be helping to coordinate the overarching story of it all, but the individual parts, thatís where we have different people, whether itís Chris Avellone, or Liz Danforth, who are working on their areas.

    Creatively, when you work on a product like this, you say ďlisten, we need this prison yard and just make sure at the end they walk out with an Uzi, OK, I donít care what happens in there but just make sure they get an uzi at the end for the next part.Ē They say ďgreatĒ and we turn them loose.

    The most important that this adds, and what our players continue to want and ask for from us, is scope and scale. Thatís what this is about. Every time the numbers go up, the game just gets a little bit bigger and a little more dense, and this helps ensure that.

    RPS: Have you had any really crazy moments, in the middle of the night thinking ďI wonder if we could make five million, what could we do then?Ē Sort of fantasy figures.

    Fargo: (laughs) Dare to dream, right? I guess our fantasy number is if we end up getting over what Double Fine did, that would beÖ

    I was looking back at the budget for the original Fallout. That was about three million dollars, and that included a lot of audio, a lot of cinematics and some publisher overhead. Also, the salary levels were different back then. To me, if we get to something like three million dollars that really starts toÖI mean, weíre going to be able to make a great game as it is, itís not like a problem, but it provides a little more leeway I guess in terms of not having to work 12 hour days.

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    I should set a custom title Still Mildly Glowing

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    So... If say, you donated a months wages on errr something..what's the cheapest food to live on? I thinking baked beans and white rice, maybe a bit of lean steak mince.

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