RPS interviews Brian Fargo on Obsidian and Wasteland 2

Discussion in 'NMA News and Information' started by Brother None, Apr 2, 2012.

  1. Brother None

    Brother None This ghoul has seen it all
    Staff Member Admin Orderite

    Apr 3, 2003
    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.<blockquote>RPS: Do you think it’s going to work naturally or might there be a clash, in that Wasteland is about player agency and freedom, while the game he’s most revered for, Planescape, is very much a fixed, set narrative?

    Fargo: No, they won’t clash at all. What Chris brings is this wonderful density to his levels. So he’ll be involved with the overall, but he’ll also be given some sections in particular that he’ll be able to put his stamp on. It’s sort of like in science fiction novels where multiple authors get involved and do their own parts, all with their own style.

    To me, it’s going to be cool because it’s going to give a greater sense of variety as you move around the world. But there’s no way on Earth this is not going to be a sandbox type game.

    RPS: Who’s 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 it’s a completely collaborative thing?

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

    Creatively, when you work on a product like this, you say “listen, we need this prison yard and just make sure at the end they walk out with an Uzi, OK, I don’t care what happens in there but just make sure they get an uzi at the end for the next part.” They say “great” 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. That’s 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 “I wonder if we could make five million, what could we do then?” 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 be…

    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 to…I mean, we’re going to be able to make a great game as it is, it’s not like a problem, but it provides a little more leeway I guess in terms of not having to work 12 hour days.</blockquote>
  2. SumsoluS

    SumsoluS The Punchinator

    May 9, 2004
    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.