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The case for a sequel

Discuss when and where Wasteland 2 will be set, continuity problems, and more.

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Re: The case for a sequel

Postby Brother None » April 12th, 2012, 6:16 am

krellen wrote:Tactics isn't even a party-based game. Goddammit.


Well yeah. And they're not looking at Tactics for ideas on PC+NPC party management, which will be much different, but odds are very high combat will play at a lot like the squad-based combat of Tactics, JA2, SS, etc., but that is only a consideration for combat.
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Re: The case for a sequel

Postby krellen » April 12th, 2012, 6:35 am

Brother None wrote:odds are very high combat will play at a lot like the squad-based combat of Tactics, JA2, SS, etc., but that is only a consideration for combat.

That is a deal breaker for me. Tactics combat is too long. I will groan when combat comes up if the combat is like in Tactics.

Should I just go give all my money to Jordan Weisman instead?
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Re: The case for a sequel

Postby Brother None » April 12th, 2012, 6:38 am

krellen wrote:That is a deal breaker for me. Tactics combat is too long. I will groan when combat comes up if the combat is like in Tactics.


Yeah, I told Fargo the same when he brought up Fallout: Tactics. The pacing of that combat system isn't very good. But JA2 and Tactics were all about the combat. While Wasteland 2 will have a similar playstyle and camera in combat, its pacing, balance and focus on combat will be completely different.

krellen wrote:Should I just go give all my money to Jordan Weisman instead?


Sure, if you like.
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Re: The case for a sequel

Postby Infinitron » April 12th, 2012, 6:41 am

krellen wrote:Should I just go give all my money to Jordan Weisman instead?


Why, will Shadowrun Returns have Wasteland/Bard's Tale style combat?
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Re: The case for a sequel

Postby krellen » April 12th, 2012, 6:50 am

Infinitron wrote:
krellen wrote:Should I just go give all my money to Jordan Weisman instead?


Why, will Shadowrun Returns have Wasteland/Bard's Tale style combat?

No, but he also isn't promising a sequel to a game that had it, either.
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Re: The case for a sequel

Postby Infinitron » April 12th, 2012, 6:53 am

krellen wrote:
Infinitron wrote:
krellen wrote:Should I just go give all my money to Jordan Weisman instead?


Why, will Shadowrun Returns have Wasteland/Bard's Tale style combat?

No, but he also isn't promising a sequel to a game that had it, either.


In that case, since not having that sort of combat isn't a dealbreaker for you in general, I would recommend that you reduce your pledge to Wasteland 2, to punish it for insufficient purism, but not cancel it altogether.
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Re: The case for a sequel

Postby Brother None » April 12th, 2012, 6:54 am

krellen wrote:No, but he also isn't promising a sequel to a game that had it, either.


Well, he isn't promising a lot so far, unless I missed some information on the title. Do you expect it to be a sequel as Fallout 2 was to Fallout? If so, odds are pretty good it'll disappoint you too.

Your expectations...might not be completely reasonable, to put it bluntly.
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Re: The case for a sequel

Postby krellen » April 12th, 2012, 7:00 am

Brother None wrote:Your expectations...might not be completely reasonable, to put it bluntly.

They're exactly as reasonable as everyone that wants a hardcore survival simulator, or a deep tactical combat game, or any of a dozen other suggestions that have been made.
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Re: The case for a sequel

Postby GemmaReborn » April 12th, 2012, 7:03 am

Brian Fargo's latest update on Crackstarter.

http://www.youtube.com/watch?feature=pl ... HEgVIMS9pQ

I was genuinely excited and proud when he mentions combat on the closer maps. i.e. original Wasteland. All the planets seem to be aligned Krellen.
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Re: The case for a sequel

Postby Infinitron » April 12th, 2012, 7:06 am

GemmaReborn wrote:Brian Fargo's latest update on Crackstarter.

http://www.youtube.com/watch?feature=pl ... HEgVIMS9pQ

I was genuinely excited and proud when he mentions combat on the closer maps. i.e. original Wasteland. All the planets seem to be aligned Krellen.


??? That's not how the original Wasteland was.

Also, "Crackstarter"? That sounds illegal.
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Re: The case for a sequel

Postby GemmaReborn » April 12th, 2012, 7:12 am

His examples around the 4:15 mark are pretty much how the original was. He didn't go into great detail but as far as camera perspective and look it is very similar to the original. You had the larger world map and then you had the smaller zone map when you entered a town or location. Combat may end up being the most changed element but now we can only speculate.

Crackstarter is my new name for Kickstarter. It is very addicitive....PotatochipStarter...just doesn't have the same ring to it. :)
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Re: The case for a sequel

Postby Infinitron » April 12th, 2012, 7:13 am

The battles in Wasteland didn't have a camera perspective at all...
Image
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Re: The case for a sequel

Postby Brother None » April 12th, 2012, 7:14 am

GemmaReborn wrote:His examples around the 4:15 mark are pretty much how the original was. He didn't go into great detail but as far as camera perspective and look it is very similar to the original.


The original had text-based combat with an enemy drawing. Wasteland 2 will have an isometric camera identical for in-town exploration and combat. It's not the same at all.

krellen wrote:They're exactly as reasonable as everyone that wants a hardcore survival simulator, or a deep tactical combat game, or any of a dozen other suggestions that have been made.


Well, sure, and those people are free to pull their money when they find out it's not a hardcore survival simulator. I'm not sure what your point is though. So you're saying you are being unreasonable?

My expectations are for the sequel to have the same goals, design philosophies and atmosphere/setting as its predecessor. Your expectations are that sequels should remain functionally identical to their predecessor no matter how much time has passed.
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Re: The case for a sequel

Postby knux81 » April 12th, 2012, 7:15 am

krellen wrote:Tactics isn't even a party-based game. Goddammit.


Well...you did have a squad. Though it was pretty much centered around your main character.
I just want the old style combat with the window showing enemy type and having the menus like the old Wasteland

Heck even if it was like the old dungeon crawlers with you having to click on a weapon to have them attack... O.o
Legends of Grimrock does it that way and does it well.

I don't want to have to walk four people around a map, put them in position, have to worry about posture and THEN attack.
Then sit through 10 minutes+ of the computer doing the same for all the NPCs.

I wanna be able to just hit "close" "attack" and be told the story of what my weapons are doing to those people.
I might like a graphical representation of what was happening...But I like using my imagination occasionally.

On a side note - I've already reduced my backing on this as there seems to be some design elements creeping in that I'm not too fond of. I'm still backing just at a considerably lesser amount.
I am not a Wastelander...I am not a Vault-Dweller...I'm a guy with a bag of multi-sided dice that has "taken a twenty" for far too long. Time to get back into the game.
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Re: The case for a sequel

Postby GemmaReborn » April 12th, 2012, 7:32 am

Infinitron wrote:The battles in Wasteland didn't have a camera perspective at all...
Image


Yes. This was the encounter interface which was an overlay of the area map. Let's not forget the area map where you could split the party and move around. Move up your melee guys while firing with the ranged party members, etc,.

I certainly hope they keep some resemblance to the originals combat window which i loved but there isn't enough details in the combat answer to really have a vision how this will be handled. I really expect to see a fallout-esque graphical representation on the area map, but that is just speculating. I also expect to see verbose combat text and portraits in there as well. Brian does mention not making combat so tactical that you get bogged down. Which goes well with the original. Combat was fun but it wasn't long and thankfully cause you fought a lot.

And where the hell is Snake Vargas!?
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Re: The case for a sequel

Postby Infinitron » April 12th, 2012, 7:35 am

Well, for some people here, it's obviously a bit more than just an overlay.
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Re: The case for a sequel

Postby GemmaReborn » April 12th, 2012, 7:40 am

Infinitron wrote:Well, for some people here, it's obviously a bit more than just an overlay.


It was a bit more for all of us that grew up having played it. I feel you. All I tried to show was confirmation of some core design elements from the original are confirmed! This bodes well. This early in the process all we can do is speculate and hope. My faith is unshaken and renewed.
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Re: The case for a sequel

Postby Infinitron » April 12th, 2012, 8:01 am

GemmaReborn wrote:
Infinitron wrote:Well, for some people here, it's obviously a bit more than just an overlay.


It was a bit more for all of us that grew up having played it. I feel you. All I tried to show was confirmation of some core design elements from the original are confirmed! This bodes well. This early in the process all we can do is speculate and hope. My faith is unshaken and renewed.


Oh, I'm not talking about me.
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Re: The case for a sequel

Postby Vryheid » April 12th, 2012, 8:07 am

Right, krellen, cause the devs certainly should go against the wishes of 90% of their playerbase and eliminate any chance of their game being profitable just so you can get your nostalgia fix. The fact is that the flaws in the original game engine and mechanics are so blatant and so easily averted that Inxile would be doing a disservice to the series by NOT massively improving upon them.
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Re: The case for a sequel

Postby paultakeda » April 12th, 2012, 8:07 am

I can see where krellen's coming from but I am not so pessimistic. We know WL2 will have visual combat, most likely isometric, still unknown if the tiles are square or hex or even vector, but it will be visual. That's a done deal, we're not getting Wasteland's phase based text combat.

How the phased and/or turn-based mechanic will work is also up in the air as now you have a lot more tactics involved with just simple movement on a combat map.

Movement alone has made combat more tactical and movement alone will lengthen combat. I'd look more to how just moving a party member on the map will introduce enough tactics without going into lying prone, crouching, etc. I've mentioned this elsewhere, but that behavior should automatically be taken into account by looking at the character's skill set and the tile context (a character with no gun skill would not think to crouch and aim, for instance, no matter what the player wants). Animation would then depict accordingly.

Doing this exploits the skill system that is the core mechanic for this CRPG and removes the battle micromanagement inherent in a tactical combat game, but is still dependent on the movement commands the player gives the characters.
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