offered new information about the company's upcoming post-apocalyptic Wasteland 2 RPG. The new post includes some enemy portraits, a sample of game music from composor Mark Morgan, and comments from John Alvarado on specific design decisions.
Beyond tone it is the individual moments I remember most when playing a great RPG. The curiosity of wondering how things might have changed based on my actions kept me engaged and wanting to re-play. And our job as designers is to make sure that the different scenarios that play out based on your choices cause real consequence. There is a small moment in the new Rail Nomads camp in which you hear a boy calling out for help as he is drowning. This time it would be a lack of action that could cause his death. Do you swim out to middle of the lake and save him or ignore his plea? And what happens when you are spotted ignoring his plea by a local resident? Do you shoot him before he can let others know of your behavior? These are situations that play out in the Wasteland. Each area has so many combinations and permutations of playing that it is almost statistically impossible for two players to have the exact same experience playing through the game for the first time. This design philosophy is what made the first Wasteland so great and why people continued to play it decades later.
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