PC Powerplay offers an article-style interview with Brian Fargo, which reads like most of the interviews just after Kickstarter was done and doesn't add much news.<blockquote>The upshot of this process is that any hint of compromise has been swept away in the blast wave. “Here’s what’s great about this project, and fan funding: I don’t need to try and appeal to some new audience. Joe Six-Pack, or whatever. Because I’m making this game for the core audience that wants this kind of game. I don’t have to think about how to broaden the market, or anything else.
“I’m going to make a game that makes the core fan-base ecstatic, and then I let the chips fall where they may.”</blockquote>Next, design director Chris Keenan talked a little bit about character appearance and portraits on the Wasteland 2 forums.<blockquote>We've been playing around with character customization already as we're building the core system for model creation. We started with a bunch of customizable slots on the character and found that in an isometric/top down view, most of the details get lost very easily. One element that helps us quite a bit is the character portraits. You'll be able to select from many portraits and also import your own. We will have enough slots to give enough choice in gameplay, but not as many as you'd find in a fantasy based game, like WoW. Does a leather strip around your wrist really help you survive the wastelands better? Probably not.
I've been following the armor discussion as well. I tend to agree that having everyone look like space rangers at the end of games can be a bit distracting. We are looking into designing into the world some additional paths beyond simply "bulky is always better". There are some interesting groups in the world working on different technologies. It is possible to get strong but thin materials. </blockquote>
“I’m going to make a game that makes the core fan-base ecstatic, and then I let the chips fall where they may.”</blockquote>Next, design director Chris Keenan talked a little bit about character appearance and portraits on the Wasteland 2 forums.<blockquote>We've been playing around with character customization already as we're building the core system for model creation. We started with a bunch of customizable slots on the character and found that in an isometric/top down view, most of the details get lost very easily. One element that helps us quite a bit is the character portraits. You'll be able to select from many portraits and also import your own. We will have enough slots to give enough choice in gameplay, but not as many as you'd find in a fantasy based game, like WoW. Does a leather strip around your wrist really help you survive the wastelands better? Probably not.
I've been following the armor discussion as well. I tend to agree that having everyone look like space rangers at the end of games can be a bit distracting. We are looking into designing into the world some additional paths beyond simply "bulky is always better". There are some interesting groups in the world working on different technologies. It is possible to get strong but thin materials. </blockquote>