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After years of development and listening attentively to gamers, the third part of the cult post-apocalyptic series is finally here. We’ve used this occasion to ask some questions to the game’s lead designer David Rogers and other developers from inXile Entertainment.

GOG.COM: What are your views on the future of mankind - should we be worried?

David Rogers, Lead Designer: I don't think we should be worried. Even if there's a nuclear apocalypse, it seems (according to Wasteland) like there'll still be plenty of drugs to go around. ;-)



What element of the Wasteland series have you always felt most drawn into, what kept you going through the years of games’ development?

I’ve really loved helping build Wasteland alongside my amazing team. It feels a heck of a lot like being a Dungeon Master. We’re really focused on telling the player’s story, trying to anticipate their every move, and make the game work no matter what they do. Something that’s really motivated all of us as we finish polishing Wasteland has been the fan feedback during the Alpha and Beta tests. I feel a lot of support from our community of Wasteland fans.

Who is your favorite character from the game and why? We would appreciate as many answers from the team as possible.

David Rogers, Lead Designer - Scotchmo. I just find him a joy to be around. He really lightens the mood of our often-bleak game. From a playstyle perspective, and for what he does to the story, I’d go with Ironclad Cordite. He’s got his own agenda and it’s pretty horrible, but if you entertain his plans he’ll take the game in a crazy direction.



Alex Kerr, Level Designer - Party Pal. When everyone else sees a frozen hellscape, it sees a potential party!

Thomas Beekers, Narrative Designer - Long John, a synth hiding in the Bizarre, disguised very poorly by wearing a Richard Nixon mask. Long John is a good combination of Wasteland 3's 80s roots and sense of humor, while also having a dark plotline. And his dialog is quite funny!

Eric Schwarz, Lead Systems Designer - The Prisoner. I love how you find him just hanging out in the prison of Ranger HQ when you move in, and the mystery of who he is, how he got there, and how you just can't figure out any answers no matter how many questions you ask. He is also written and voiced in a way that is absolutely hilarious and I remember laughing out loud for pretty much the entire conversation with him.

Kitty Lee, Producer - Servitor bots, their voices crack me up.



Will frozen Colorado prove to be more dangerous for the players than post-apocalyptic Arizona from the previous parts of the series?

They both have their own dangers for sure. We certainly don’t pull any punches. There is no shortage of ways to die in Colorado. When it comes to how we murder you on the world map, we have made some changes for the better. Our world map, first off, looks amazing! We’ve also made some changes to random encounters. Avoiding random encounters is no longer random.

Each encounter in each area has its own skill needed to avoid it. It gives you a much better feeling of control over the world and the experience you want. Other skills now, for the first time, come into play in random encounters. With certain skills, based on the encounter type, you can use them to gain an advantage in combat. For example, you can use your Sneaky Shit skill to ambush your ambushers.



Radiation has a fun twist on it now too. Radiation will kill you, make no mistake, but a quick dance in the radiation can now result in random mutations or tumors forming on your ranger. Maybe that 3rd eye you grew is worth the nausea you got from your radiation bath.

How does it feel to work with legendary game designer and producer, Brian Fargo? What kind of boss is he?

He’s fantastic. He really does play a huge role in driving the tone and feel of our games. He has a great sense of what players want from our games and how to make a game strike an emotional chord. A lot of the humor and drama in Wasteland 3 reflect Brian and Matt Findley’s (narrative director on this game) sensibilities. He really tries hard, particularly early in the project, to drill into the team the tone he wants to strike and the kind of game-feel he wants, and works to keep the game true to that vision, all while making sure to amplify the creativity that flows around inXile when we’re building a game.



What was the most difficult part of creating Wasteland 3?

I think if you ask every member of our team you’ll get fifty different answers. There were so many challenges to overcome in making this game and each was its own war story. Basically, every problem we solved was exacerbated by how massive this game turned out to be.

Optimizing the game was a huge effort from everyone. It was a huge challenge from the get-go just building what feels like 80+ hours of gameplay, recording all those voices, balancing all that content, building all the items, putting SFX and music everywhere, and then having to test the whole thing. Testing a game like this is such a challenge because there’s simply no replacement for just playing the game.

Everything’s just so interconnected. If you tweak one little thing it can have huge impacts on the economy, which impacts combat difficulty, which impacts how much ammo and health packs you use, which comes back to impact the economy again, etc etc. When a natural playthrough for us clocks in at around 80 hours you can only do huge balance passes so many times.



What feeling would you like to convey to the players that are waiting on the edge of their seats for Wasteland 3?

Personally, gratitude. Our community has felt supportive of what we’re doing so far. Each time we release a backer demo they come back to us with support for what we’re doing, as well as constructive criticism, letting us know what else they want from us. We polished our merchant interface, added a mini-map, added crouch, added alternate weapon fire modes, and a ton of other smaller bits of polish based on the feedback from our fans.

We built a huge game designed to let players tell their own stories, and we’re so excited to see what people do with our game. A huge thrill for me personally, and I know a lot of devs feel the same way, is watching people stream our games. Watching someone have fun with your game is about as rewarding as it gets for a game developer.
Wishlisted.
But without Linux version it will have to wait for 75% discount...
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greyhat: Barry. I think all the other digital rewards are available directly from Crowd Ox.
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Barry_Woodward: Every crowdfunded game I've backed that's had a GOG option has provided digital rewards on GOG, even if they also hosted them elsewhere. I can't be arsed to keep track of all these crowdfunding portals and I have no confidence in their longevity should I need to redownload the files later. There's no good reason inXile can't provide the backer rewards with the game on the same platform.
I never understood the reasoning behind this when all the items are available via GOG/Steam with the complete editions. Why not just give the backers those codes instead.

It has never been enough to deter me from backing/ buying Inxhile games though.
Post edited August 29, 2020 by greyhat
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dtgreene: That's actually one of the reasons I don't like skill point systems. Choices are irreversible, and as such you can end up in a situation where you can't continue the game because you happened to spend them poorly (and it's not obvious what counts as spending them poorly, as you don't know ahead of time how the game is balanced).
That's why a respec option is very useful. For example I wouldn't be able finish Divinity: Original Sin 2 if there wasn't an option to respec all invested skill points. It can really save a lot of time. The problem is however to make the respec system lore friendly and to blend it smoothly into the gameplay. It's hard for me to think how it could be explained in post-apocalyptic setting. Maybe some kind of surgery or augmentations?
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dtgreene: That's actually one of the reasons I don't like skill point systems. Choices are irreversible, and as such you can end up in a situation where you can't continue the game because you happened to spend them poorly (and it's not obvious what counts as spending them poorly, as you don't know ahead of time how the game is balanced).
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Sarafan: That's why a respec option is very useful. For example I wouldn't be able finish Divinity: Original Sin 2 if there wasn't an option to respec all invested skill points. It can really save a lot of time. The problem is however to make the respec system lore friendly and to blend it smoothly into the gameplay. It's hard for me to think how it could be explained in post-apocalyptic setting. Maybe some kind of surgery or augmentations?
Respec does make a huge difference, but in a sense it's really just a patch to fix the major issues of the skill point system. When playing Avadon 2, I used the "retrain" cheat all the time, as I found the game to be more fun that way. (I played up to the point in the game where you can respec for free without the cheat, but I just stopped then for whatever reason.)

Similar patches can be done through improve-by-use systems, like being able to pay for training (Morrowind), or earning something after battle that can be used to improve other skills. Alternatively, having skills that are used infrequently improve faster could work, or even making them binary (either you have the skill or you don't, so no reason to worry about improving it could work).

In any case, I think improve-by-use could easily be more lore friendly than having easy respec, particularly in a post-apocalyptic science fiction setting. (The way Final Fantasy 3 and 5 handle their easy class changes, specifically involving the power of the crystals, would not work for Wasteland's setting (or its sequels').)

(Of course, how about putting in the "respec" option as a cheat code and not bothering to make it lore friendly?)

“This could be one of the best RPGs of 2020.” – PC Gamer

"Wasteland 3 is exactly the RPG we need right now." – GameStar

"Finally, Wasteland is a Triple-A-RPG!” – PC Welt

"The dialogue and choice system in Wasteland 3 is massive." – VG 24/7

“Take it from Wasteland 3 to show us how a post-apocalypse is done.” – DualShocker
Eww . Game journalism .
Fun game, not perfect but a lot of fun!

I barely had any sleep the last two nights because of the game.

Not that many bugs.

Works on Win 8 btw, no problem here. Probably can make it work on Win 7 as well.


Only problem: Price is too high. Otherwise, great job devs! Way better game in comparison to W2.

Cheers!
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i_hope_you_rot: Eww. Journalism.
ftfy
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dtgreene: Respec does make a huge difference, but in a sense it's really just a patch to fix the major issues of the skill point system. When playing Avadon 2, I used the "retrain" cheat all the time, as I found the game to be more fun that way. (I played up to the point in the game where you can respec for free without the cheat, but I just stopped then for whatever reason.)
I don't treat respec as a form of cheating if the developers implemented this option as a part of gameplay. Using a bug or cheat code is a form of cheating. :) But I agree that there's a very thin line between two as the effect is quite similar.

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dtgreene: In any case, I think improve-by-use could easily be more lore friendly than having easy respec, particularly in a post-apocalyptic science fiction setting. (The way Final Fantasy 3 and 5 handle their easy class changes, specifically involving the power of the crystals, would not work for Wasteland's setting (or its sequels').)
It all comes to the philosophy of designing games. The genre is derived from skill points. Improve-by-use was introduced later. I prefer skill point based systems despite the fact that they're less realistic. Improve-by-use can be more lore friendly when there's a need to invest in other skills, but that's the price we have to pay for skill point based systems.

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dtgreene: (Of course, how about putting in the "respec" option as a cheat code and not bothering to make it lore friendly?)
It breaks the immersion in my opinion. As I noted above, the result is quite similar, but when it's lore friendly it doesn't make the player guilty by using it. :) It's more or less only a psychological phenomenon, but it makes the difference IMHO. Usually I don't use respec option if there's absolutely no need to do so however.
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dtgreene: Respec does make a huge difference, but in a sense it's really just a patch to fix the major issues of the skill point system. When playing Avadon 2, I used the "retrain" cheat all the time, as I found the game to be more fun that way. (I played up to the point in the game where you can respec for free without the cheat, but I just stopped then for whatever reason.)
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Sarafan: I don't treat respec as a form of cheating if the developers implemented this option as a part of gameplay. Using a bug or cheat code is a form of cheating. :) But I agree that there's a very thin line between two as the effect is quite similar.
When a cheat makes the game more fun (like Avadon 2's "retrain" cheat), why not use it?

Also, I don't consider using bugs to be a form of cheating (though some bugs may make the game unfun, of course, so you still have to be careful. Also, beware of crashes and softlocks when playing with bugs). That's especially true if it's a bug that is impossible to avoid (like Pokemon Red/Blue's Focus Energy bug, Final Fantasy 6's Evade bug, or even SaGa 1's Saw bug (as a couple enemies can use that against you to kill your characters if their defense is too high)).
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dtgreene: In any case, I think improve-by-use could easily be more lore friendly than having easy respec, particularly in a post-apocalyptic science fiction setting. (The way Final Fantasy 3 and 5 handle their easy class changes, specifically involving the power of the crystals, would not work for Wasteland's setting (or its sequels').)
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Sarafan: It all comes to the philosophy of designing games. The genre is derived from skill points. Improve-by-use was introduced later. I prefer skill point based systems despite the fact that they're less realistic. Improve-by-use can be more lore friendly when there's a need to invest in other skills, but that's the price we have to pay for skill point based systems.
Actually, when it comes to post-apocalyptic fantasy CRPGs, Wasteland was the first, and that game had improve-by-use.

Also, I could point out that Final Fantasy 2 (released the same year as Wasteland, but in a different part of the world) used improve-by-use; can you think of any JRPG from 1988 or earlier that used skill points? For that matter, can you think of *any* CRPG from 1988 or earlier that used skill points with no improve-by-use?

I strongly dislike skill point systems, particularly without easy respec, for a couple of reasons:
1. It makes level ups stressful; this is what made me quit Lords of Xulima, and is one issue with Dragon Quest 8. (Or, if the points can be saved, I end up saving a lot of the points and not spending them until I actually need to.)
2. It makes it impractical to teach a character a new skill later in the game; this makes the game less fun by not allowing me to pick up and play around with a tool I've been neglecting later in the game.

By the way, why do you prefer skill points, anyway? As I have mentioned before, they're really not a good system.
Post edited August 30, 2020 by dtgreene
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dtgreene: (Of course, how about putting in the "respec" option as a cheat code and not bothering to make it lore friendly?)
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Sarafan: It breaks the immersion in my opinion. As I noted above, the result is quite similar, but when it's lore friendly it doesn't make the player guilty by using it. :) It's more or less only a psychological phenomenon, but it makes the difference IMHO. Usually I don't use respec option if there's absolutely no need to do so however.
(Final Fantasy 7 spoiler (famous one, but with less detail) in this post)

Two things:
* You prefer skill points even though they're less realistic (and hence less immersion), but you have a problem with something else breaking immersion?
* I would rather have a game be fun than immersive; if breaking immersion makes a game more fun, it should be done. (I actually think FF7 would be better (or, rather, less bad) if the game would allow you to still use the character who is plot killed after their death, even if done without any story explanation.)

Another thought: I would rather see a game be built around requiring the use of respec (like putting situations where only certain builds are viable, but providing easy free respec and some very good clues about what you need) than to have a game with expensive or no respec. (Example of what I mean by "expensive respec": In Etrian Odyssey 1, you can respec a character, but the character needs to be at least level 30 and doing so costs the character 10 levels.)
£65 or you can get it for next to nothing on subscription. I wonder who gets the good deal.
https://www.xbox.com/en-US/xbox-game-pass
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nightcraw1er.488: £65 or you can get it for next to nothing on subscription. I wonder who gets the good deal.
https://www.xbox.com/en-US/xbox-game-pass
+10 million subscribers is a good trade off, I'd say
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nightcraw1er.488: £65 or you can get it for next to nothing on subscription. I wonder who gets the good deal.
https://www.xbox.com/en-US/xbox-game-pass
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Memecchi: +10 million subscribers is a good trade off, I'd say
Yes, it’s more those who big big cash for it when you can get it free. Meh, might have been interested on sale, now it’s worthless.
Support for these subscription services is far far worse than drm. Not only no ownership, but data collection, captive audience.
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dtgreene: When a cheat makes the game more fun (like Avadon 2's "retrain" cheat), why not use it?
If it brings someone fun, I don't see any contraindications. Everyone should play games in the way they like it. :) But it's a form of cheat and we have to keep that in mind.

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dtgreene: Actually, when it comes to post-apocalyptic fantasy CRPGs, Wasteland was the first, and that game had improve-by-use.

Also, I could point out that Final Fantasy 2 (released the same year as Wasteland, but in a different part of the world) used improve-by-use; can you think of any JRPG from 1988 or earlier that used skill points? For that matter, can you think of *any* CRPG from 1988 or earlier that used skill points with no improve-by-use?
I never played the original Wasteland. It's one of these games which I always postpone to "later". We have to remember however that RPG games are derived from table-top RPGs. The first commercially released ttRPG was D&D which is based on skill points. That's what I had in mind when I was saying that the genre is derived from skill points.

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dtgreene: I strongly dislike skill point systems, particularly without easy respec, for a couple of reasons:
1. It makes level ups stressful; this is what made me quit Lords of Xulima, and is one issue with Dragon Quest 8. (Or, if the points can be saved, I end up saving a lot of the points and not spending them until I actually need to.)
The purpose of games is fun. I'm fine with the fact that you prefer improve-by-use character development. Usually I don't feel stressed on level ups even in the skill based systems. So that's not a problem in my case.

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dtgreene: 2. It makes it impractical to teach a character a new skill later in the game; this makes the game less fun by not allowing me to pick up and play around with a tool I've been neglecting later in the game.
If the game doesn't have a level cap, you can still invest in the skills that you didn't use earlier.

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dtgreene: By the way, why do you prefer skill points, anyway? As I have mentioned before, they're really not a good system.
First of all, there's fun in spending time in tables and statistics discovering how the system works and what to choose on level up. Second, this kind of system forces a specialization of characters, which makes a subsequent playthrough more fun. In the improve-by-use systems you can become a specialist in every skill with enough time investment. Third, I like classic approach to RPGs and this classic approach favors skill based systems.


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dtgreene: * You prefer skill points even though they're less realistic (and hence less immersion), but you have a problem with something else breaking immersion?
I never said that something that's less realistic is less immersive for me. :) I don't have a problem with lack of immersion even in very unrealistic games.

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dtgreene: * I would rather have a game be fun than immersive; if breaking immersion makes a game more fun, it should be done. (I actually think FF7 would be better (or, rather, less bad) if the game would allow you to still use the character who is plot killed after their death, even if done without any story explanation.)
Immersion and fun are more or less synonyms for me. If a game is immersive, it's also fun.

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dtgreene: Another thought: I would rather see a game be built around requiring the use of respec (like putting situations where only certain builds are viable, but providing easy free respec and some very good clues about what you need) than to have a game with expensive or no respec. (Example of what I mean by "expensive respec": In Etrian Odyssey 1, you can respec a character, but the character needs to be at least level 30 and doing so costs the character 10 levels.)
Maybe Divinity: Original Sin 2 is the game you're looking for? It has a free and easy respec system and it's very hard to finish the game without using it on higher difficulty levels.
Post edited August 31, 2020 by Sarafan
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Sarafan: I never played the original Wasteland. It's one of these games which I always postpone to "later". We have to remember however that RPG games are derived from table-top RPGs. The first commercially released ttRPG was D&D which is based on skill points. That's what I had in mind when I was saying that the genre is derived from skill points.
Except that Dungeons and Dragons iss not based off skill points. You roll stats, choose a class, and then level up by earning experience points; no choices really to be made. It's only when thieves were added (a class that doesn't really translate well to CRPGs, particularly earlier iterations) that you have something like skill points, and only for that one class.

Casters did have to choose which spells to memorize (a term that I don't like; 3.x's "prepare" term works much better here), but that choice could change each day. Fighters didn't have any choices until weapon proficiencies showed up, and I maintain that weapon proficiencies are a bad mechanic for CRPGs due to the issue of requiring players to make blind permanent (or not so permanent in its FF2 incarnation, but still a pain to deal with weapon droughts for your main weapon) choices without any information to help the player decide. (Remember that the player does not know what weapons will be available on their first playthrough.)

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dtgreene: 2. It makes it impractical to teach a character a new skill later in the game; this makes the game less fun by not allowing me to pick up and play around with a tool I've been neglecting later in the game.
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Sarafan: If the game doesn't have a level cap, you can still invest in the skills that you didn't use earlier.
Problem is that it seems to be standard for modern games with level systems to either:
* Have a level cap, or
* Not have respawning sources of XP. (This case is particularly bad, as not only does it prevent further improvement, but it means there's no good way to play around with the skills you've learned in the presence of actual enemies.)


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Sarafan: I never played the original Wasteland. It's one of these games which I always postpone to "later". We have to remember however that RPG games are derived from table-top RPGs. The first commercially released ttRPG was D&D which is based on skill points. That's what I had in mind when I was saying that the genre is derived from skill points.
You should play it; it has an interesting system that's a lot sloppier than what you find in more modern games, but still works well.

Other games to look into are:
* Dragon Wars (early example of a classless skill point system)
* Ultima 3 (class system, but stat increases aren't through levels, but rather use a different method)
* Ultima 1 (comes before so many genre conventions; for example, HP is more like a currency, as you have to buy or earn new HP to replace what's lost to damage (no "healing" in the usual sense, though leaving a dungeon might give you back more HP than you lost).
Post edited August 31, 2020 by dtgreene