Wasteland 2 Interview

RPG Codex continues their Wasteland 2 interview series with a Q&A with the one and only Michael A. Stackpole, who you'll recall joined what will be a crowd-funded team in the middle of last month. Since the interview is quite informative and covers CRPG design in addition to the Wasteland reboot, I can't help but quote a few different questions from it:
Like many of the classics, Wasteland's rule system and design borrowed heavily from pen and paper RPGs. Given that current cRPGs seem to be influenced more by other video games instead, should Wasteland 2 be as firmly rooted in P&P as its predecessor?

MS: The fact that Wasteland was and will be a turn-based system means that P&P style rules and systems can work very well. We start from that basis and build a killer engine. That the designers with system design can do fairly easily, especially working from what we already have. After that, we have scenario designers who use those tools to create the adventures. What Wasteland had that a lot of RPGs lack today is depth and consequence. I firmly believe that's something that can be taught to designers, and encouraged in the development phases by editors. In short, designers will pick up the skills to create a game worthy of the Wasteland legacy.

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An extremely important part of Wasteland was its puzzles. Today, however, it seems that elaborate puzzles have no place in cRPGs. Why do you think this is? Do you consider them a viable element in modern game design? If not, what could be a contemporary replacement and would it be possible to create something as memorable as, say, Finster's Brain without them?

MS: The things that players tend to remember the most about Wasteland adventures were not the puzzles per se, but the moral choices players had to make. When I do book signings, now 24 years after Wasteland came out, I still get folks wanting to know what the "correct" solution was to dealing with the rabid dog. Why? Because they felt like hell killing the dog. The dog puzzle, if you will, engaged players on an emotional level. That's not something that happens when you're killing ten orcs to get a key to unlock a chest which contains a scroll which will let you find a treasure which is the sword that lets you kill a monster. Why designers haven't stepped up to engage players emotionally is beyond me; though it may have to do with the difference between making puzzles and creating stories. Ultimately, creating stories is what we did with Wasteland, and what we'll do with the new Wasteland.

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Today's role-playing video games tend to be developed with maximum accessibility in mind. A lot of developers seem to discourage experimentation and exploration by introducing features such as quest markers to guide the players. Wasteland, however, didn't hold your hand at all, and it was therefore extremely easy to miss out on large chunks of content. What is your stance on this today?

MS: A hunk of the appeal of rpgs is the element of discovery. My preference would be to keep everything in world, but quest markers and other visual clues on a mini-map might be something which is useful. Then again, with a top down view, getting and using clear and concise directions is a lot easier than in many a FPS or MMORPG. For my tastes, it would be fun to have a mode in which folks could get that hint information. Maybe a GPS device that functions off and on, so you use it sparingly. Ultimately, of course, we want the game experience to be fun, not frustrating. If navigation becomes a problem in that regard, finding a simple and elegant solution will move up in the list of design elements to be included.