Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Wasteland Wasteland 2 Pre-Release Discussion Thread [GAME RELEASED, GO TO NEW THREAD]

SuicideBunny

(ノ ゜Д゜)ノ ︵ ┻━┻
Joined
May 1, 2007
Messages
8,943
Serpent in the Staglands Dead State Torment: Tides of Numenera
RPG and point & adventure are hardly comparable
in terms of what? because they both come from pnp rpgs and complement each other pretty well, as qfg demonstrates.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,786
Location
Roanoke, VA
Grab the Codex by the pussy
in terms of what? because they both come from pnp rpgs and complement each other pretty well, as qfg demonstrates.

I disagree. While it's true that Will Crowther was a Dungeons & Dragons player and that such imaginative interests are what led him to co-create Colossal Cave Adventure, it can just as easily be said that adventure games "come from caving," since that was also one of his inspirations. A number of prominent early adventure game creators had never played a tabletop roleplaying game.

Text adventure games are often referred to as "interactive fiction," and I believe that's the most correct description of the genre. There's some overlap with roleplaying games, and the two can certainly complement one another (I grew up with Quest for Glory), but I don't believe adventure games are directly attributable to tabletop RPGs. The genre could as easily have been born and existed independently from Dungeons & Dragons et al.

In terms of scope. A point&click adventure being a much easier game to not only create but also to test.
Adventure games aren't necessarily "easier" to create from a creative standpoint, though. If it were objectively easy to create them, we'd be swimming in tons of excellent adventure games, but the good ones are just as rare as good RPGs. RPGs typically present more technical challenges and require far more man-hours to execute properly due to their complexity.
 

AN4RCHID

Arcane
Joined
Jan 24, 2013
Messages
4,861
The answer is to get a good manager to actually run the company and organise the finances (e.g. Feargus Urquhart

Lawl.


Don't laugh, Obsidian would have been bankrupt years ago if Feargy didn't know what he was doing. An 120 employee RPG-exclusive independent developer in fucking California? That's insane.

Okay sure, but he's criticizing Broken Age for going over budget... What Obsidian title didn't run out of money? (and don't fuckin say Dungeon Siege 3). DoubleFine's been around longer than Obsids, and I believe they are also based in California, and they own some of their own IPs, and they are generally in a much better place than OEI.

We'll see how Obsidian handles their KS funds though.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Adventure games aren't necessarily "easier" to create from a creative standpoint, though.

No, not from a creative standpoint, from a technical one. Which is why there are even more crappy adventure games than crappy RPGs.
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
Honestly, I expect pretty much all the Kickstarter projects I pledged to to run out of money. Even a few millions are not much if you have lots of people working on a project. Just add up a few salaries for a couple of years and the money is gone.

And before anyone get this idea, I don't mean that as apology. I have the feeling that many Kickstarters counted on getting a multiple of the goal sum, and then there's always the "we will probably get the missing funds somewhere else" factor. Which isn't good budgeting, but probably closer to reality than I'm comfortable with.
 

Xi

Arcane
Joined
Jan 28, 2006
Messages
6,101
Location
Twilight Zone
The issue is that these projects should never have large teams to begin with. Kickstarter can work just fine if you aim to develop a game with say 5-10 developers @ 50-60K a year. You don't need the brightest people, and you don't need a building full of nerds, you need some common sense.

So, if you can raise 3 Million on kickstarter, that should allow you to legitimately make a game with a small team on a 3 year development cycle (1 million a year on rent/power/equipment and salaries). The only issue is lack of proper management.
 

AN4RCHID

Arcane
Joined
Jan 24, 2013
Messages
4,861
The issue is that these projects should never have large teams to begin with. Kickstarter can work just fine if you aim to develop a game with say 5-10 developers @ 50-60K a year. You don't need the brightest people, and you don't need a building full of nerds, you need some common sense.

So, if you can raise 3 Million on kickstarter, that should allow you to legitimately make a game with a small team on a 3 year development cycle (1 million a year on rent/power/equipment and salaries). The only issue is lack of proper management.
Sounds great, but projects like that don't get 3 million dollars.
 

Xi

Arcane
Joined
Jan 28, 2006
Messages
6,101
Location
Twilight Zone
The issue is that these projects should never have large teams to begin with. Kickstarter can work just fine if you aim to develop a game with say 5-10 developers @ 50-60K a year. You don't need the brightest people, and you don't need a building full of nerds, you need some common sense.

So, if you can raise 3 Million on kickstarter, that should allow you to legitimately make a game with a small team on a 3 year development cycle (1 million a year on rent/power/equipment and salaries). The only issue is lack of proper management.
Sounds great, but projects like that don't get 3 million dollars.


It could be done on much less. Even with 500,000 you could have 4 people working for 2 1/2 years. (Plenty of time to produce a workable game) 1 programmer, 1 artist, 1 sound person, and 1 game designer. Of course, everyone is a game designer, and everyone pitches in on everything possible.

Being kickstarter, the game should already have some level of prototype and design concept to begin with (which should save costs). So, it is entirely feasible if you don't aim for AAA production quality.
 

AN4RCHID

Arcane
Joined
Jan 24, 2013
Messages
4,861
The issue is that these projects should never have large teams to begin with. Kickstarter can work just fine if you aim to develop a game with say 5-10 developers @ 50-60K a year. You don't need the brightest people, and you don't need a building full of nerds, you need some common sense.

So, if you can raise 3 Million on kickstarter, that should allow you to legitimately make a game with a small team on a 3 year development cycle (1 million a year on rent/power/equipment and salaries). The only issue is lack of proper management.
Sounds great, but projects like that don't get 3 million dollars.


It could be done on much less. Even with 500,000 you could have 4 people working for 2 1/2 years. (Plenty of time to produce a workable game) 1 programmer, 1 artist, 1 sound person, and 1 game designer. Of course, everyone is a game designer, and everyone pitches in on everything possible.

Being kickstarter, the game should already have some level of prototype and design concept to begin with (which should save costs). So, it is entirely feasible if you don't aim for AAA production quality.

You're planning to pay your employees $5000 USD per year?
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
It could be done on much less. Even with 500,000 you could have 4 people working for 2 1/2 years. (Plenty of time to produce a workable game) 1 programmer, 1 artist, 1 sound person, and 1 game designer. Of course, everyone is a game designer, and everyone pitches in on everything possible.
Given a salary of $60k, your $500,000 would last 1 year for those 4 people, given normal side costs of employing people. Space to work not included.
 

Niggles

Barely Literate
Joined
Jul 26, 2013
Messages
4
Location
Sydney
So Wasteland 2.. coming within a few months.... who poney'd up for beta level access?
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,662
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Wasteland 2 preview in GameStar: http://gamestar.idgshop.de/gamestar-aktuelle-ausgabe.htm?websale7=idg&ci=9-2881&Ctx={ver/7/ver}{st/3ea/st}{cmd/0/cmd}{m/websale/m}{s/idg/s}{l/Deutsch/l}{mi/9-2881/mi}{p1/17764707d81dced05eb0dd1b1acb8447/p1}{md5/e0d2fbeece98ebb34ec4a3e886b604fe/md5}

http://wasteland.inxile-entertainment.com/forum/viewtopic.php?f=22&t=74&p=73226#p73226

Grohal wrote:In the German "Gamestar" for August there is a great preview - some spoilers (factions, skills), but it really got me hungry for this game... no take back hungry, it let me starve for this game.
icon_mrgreen.gif

I was able to download the issue online. I think it was legal, but not 100% certain. Anyways, google translate wasn't very friendly but it looked like there wasn't a ton of new information in the main article itself. However, there are several new screenshots (6). Some of those look like areas we've already seen, just different parts of those areas and different angles. Additionally, it introduces 3 new factions that we have not been introduced before and gives a name to the Synth and priest factions from the gameplay demo. In all, it has snippets on 6 or 7 factions. It also has the most current list of skills with descriptions, which I didn't bother translating through all of those.

Looking forward to seeing all this in KS update; I'm guessing next month!
icon_e_biggrin.gif

Anybody wanna buy it and scan it?
 

Dantus12

Educated
Joined
Oct 26, 2010
Messages
235
Wasteland 2 preview in GameStar: http://gamestar.idgshop.de/gamestar-aktuelle-ausgabe.htm?websale7=idg&ci=9-2881&Ctx={ver/7/ver}{st/3ea/st}{cmd/0/cmd}{m/websale/m}{s/idg/s}{l/Deutsch/l}{mi/9-2881/mi}{p1/17764707d81dced05eb0dd1b1acb8447/p1}{md5/e0d2fbeece98ebb34ec4a3e886b604fe/md5}

http://wasteland.inxile-entertainment.com/forum/viewtopic.php?f=22&t=74&p=73226#p73226

Grohal wrote:In the German "Gamestar" for August there is a great preview - some spoilers (factions, skills), but it really got me hungry for this game... no take back hungry, it let me starve for this game.
icon_mrgreen.gif

I was able to download the issue online. I think it was legal, but not 100% certain. Anyways, google translate wasn't very friendly but it looked like there wasn't a ton of new information in the main article itself. However, there are several new screenshots (6). Some of those look like areas we've already seen, just different parts of those areas and different angles. Additionally, it introduces 3 new factions that we have not been introduced before and gives a name to the Synth and priest factions from the gameplay demo. In all, it has snippets on 6 or 7 factions. It also has the most current list of skills with descriptions, which I didn't bother translating through all of those.

Looking forward to seeing all this in KS update; I'm guessing next month!
icon_e_biggrin.gif

Anybody wanna buy it and scan it?

That isn't available until 31.7.
There is another one, are the Pistolero Priests known for example, search here doesn't tell anything?
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom