We certainly don’t pull any punches – interview with the creators of Wasteland 3

Classic Games

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!
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Source:: GOG – Good Old Games

      

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