Prometheus wrote:I've tried to play Wasteland some time ago; but as of 2012 the game is unplayable and I couldn't get into it.
No, seriously. Why do you find it unplayable? I still go back to it at least once a year, and have been playing it a lot
since this project was announced. I find it extremely playable and just as enjoyable as I did back in 1988.
Interface and save-limitations aside, I didn't feel drawn into the world or story. Honestly, I'd like to give it a third-shot sometime [before Wasteland 2], but I just didn't get drawn in and held there the last time I played. The gameplay mechanics that I did like
from Wasteland were all present in Fallout 1 and 2 (the open world, the grittiness, the ease of death, and lots and lots of other things I'm forgetting to mention, etc..etc..) -- so from a more "modern" gamer's POV, I didn't feel like I was missing out by skipping it.
I don't mean to condemn Wasteland '88 -- it IS the game that started it all -- but I don't think it's an easy game to get into if you completely missed out on it in the first place, and I don't think the Fallout series (collectively, e.g., including Tactics) is really lacking any features that Wasteland 1988 had.
BlackGauntlet wrote:@Prometheus- You're right. But is there any posts in particular that you're pointing out? Would creating a separate thread be better? I'm a big fan of Fallout AND Wasteland myself. I love both of them for different reasons but with a few similarities.
Similarity 1: Freedom of Choice
Similarity 2: Post-Apocalyptic Theme
Similarity 3: Create customized characters
I don't get why people don't like to paint on a white canvas but would rather spray graffiti over a painting. I have never used a single Pregen before. I always felt that they were lame. So, sorry, Captain Shepard & Mr. Jensen... you're both nice and all but YOU already have a story and that story is not MINE.
Come to think of it, how many of you used the Pregens in FO1 and FO2? I'd have thought RPGers are some of the most imaginative lot (I know I'm one of 'em), so please don't prove me wrong like all those crappy MMORPGs filled with OOC waaaambulancing powergaming munchkins.
Regarding the whole premade/blank-slate thing: To be specific -- as a Fallout player exclusively
, I'd like to be able to create my own character from scratch, and then have interesting NPC recruits that I can command and go through the game with. I don't want a pre-gen'd "main" character -- as you say -- I want to create whatever character I want and roleplay him as I please. Maybe in one game I play a good guy, maybe in another I don't.
As Wasteland 1988 was a squad-based game, the way I see this being resolved is by having the option
of recruiting pre-made characters with their own backstory and so on. If you don't want them, you'll make your own blank slates. For me, I'd like to make my own "main" character, and then have the rest pre-made and tweaked.
I really believe that the kickstarter is not the end
, but the beginning
of something big: a chance for guys like Brian Fargo to make good games that would
appeal to a wider audience than just 46,000+ of us. I see it as an opportunity to show the publishers that it's possible to make a complex but fun
game that can sell and can fund itself. And to me, the goal is not so much to make this project, but to see Brian Fargo and his group self-sufficient and able to produce more games like this -- games which conventional publishers are scared of touching because they depart too much from the "norm".
And I think in order to really do this, we have to accept that certain trends in modern gaming might have to be considered -- e.g., people being capable of having NPC party members with backstories and conversations and quests or whatever. No one who backed the kickstarter is looking to have Mass Effect style sex-on-the-irradiated-beach romance, but some of us would like to have more depth to our party members (maybe I'm less imaginative than other people) -- and this is something that probably would appeal to the wider audience as well.
Going back to the original point: Even though I really consider this as a spiritual sequel to the Fallout series (as they were the spiritual sequel to Wasteland 1), I think it's realistic to be able to achieve both "trueness to the original" -- while still making a game that takes some of the better (and theme-fitting) aspects of modern titles.