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Originally posted by Thorqemada Great! Wasteland 2 will come October 2013 onto my HD I feel they will even get the money to do the OS X and Linux version. Seems good times of gaming lay ahead with X-Com, Mechwarrior-Online, Wasteland 2 etc... May i hope for a new Starflight and MOO2 too?
We're getting close to the 1.5 mil goal so Linux-OS X will be supported !!
Pledging my 50 soon as the weekend is up and I get paid. ALWAYS loved Wasteland. Great memories as a kid. I honestly am floored how well kickstart works. Wish someone would kickstart a Utopia remake with semi modern graphics. LOVED that game!
Either way, Grats to the developers!
Never played the original Wasteland (for shame, I know) but considering that I've been waiting for a proper sequel to the Fallout franchise (Fallout 3 is a blasphemous piece of FPS trash), I will be donating to this project just as soon as I can scrape some money together.
I know it won't be a real sequel to Fallout, but the spirit will be the same. Turn-based RPGs 4TW.
Originally posted by Techleo Pledging my 50 soon as the weekend is up and I get paid. ALWAYS loved Wasteland. Great memories as a kid. I honestly am floored how well kickstart works. Wish someone would kickstart a Utopia remake with semi modern graphics. LOVED that game! Either way, Grats to the developers!
Just an FYI on kickstarter money is taken when the goal date is reached with enough pledged money. Not when you pledge.
I will not play a game with a cash shop ever again. A dev job should be to make the game better not make me pay so it sucks less.
I love tactical turn based games, and I love post-apocalyptical setting.
We have officially reached the 1.5 mil goal for support for Linux and Mac OS versions of Wasteland 2 plus a new update as well.....
I announced a concept two days ago that would have developers share their success with other Kickstarter funded projects to help keep the fan funded economy alive and to give back. It was met with much enthusiasm and a lot of questions.
In order to get this movement going I have set up a website that describes the plan in detail and has a badge for developers to display to show they are part of the initiative.
Below is the text from the site itself:
I have received a tremendous response to the "Kicking it Forward" concept with all of it being extremely positive. As expected, there have also been a number of questions so I would like to clarify the concept as best I can.
One thing I have discovered over the years is that if you keep an idea simple then you have a better chance of people getting behind that idea. "Kicking it Forward" is about as simple as it gets.
Any developer that puts the "Kicking it Forward" badge on their Kickstarter project page is agreeing that they will put 5% of their finished product profits back into other Kickstarter projects. To be abundantly clear, this is only money that the developer earns as profit AFTER the project ships and AFTER they have paid their expenses. This is NOT a suggestion to invest money they received from people who invested into their project via Kickstarter.
Once a project in this program has become profitable, the developer is going to spend this 5% profit, which is their own money, on whatever Kickstarter projects they want to support. They can determine unilaterally who they want to give it to and when. Neither myself nor a committee is going to tell successful developers what projects to invest in. Ultimately, this is an honor system at the end of the day. No one is going to audit their books to make sure they complied. In many ways Kickstarter is an honor system too, so this is no different. Of course some unscrupulous developer may not follow through with their promise but I believe the development community sticks together.
My involvement will be to create the badge and set up a site that displays which projects agree to "Kicking it Forward" and which projects were supported through this program. Then, after that, it needs to take on its own life. After all, I need to make sure Wasteland 2 meets everyone's expectations.
Here is the link if you want to pass it on or get the badge. http://kickingitforward.org/
I genuinely believe that a fan funded approach to development combined with a new flow of investment money can change things up quite a bit here. It will be exciting to see how it all plays out.
You can see the badge and text displayed on the Wasteland 2 Kickstarter page if you want to view it in use.
These are exciting times....
PS. I know I referred to it as "Kick it Forward" earlier but that URL was not available.
PSS. We have opened up donations for PayPal using customers in cooperation with Kickstarter. Not everyone can utilize the Amazon payment system.
3/23/2012 There will be a update later today as well along with a new video and announcment of what to expect if we hit new milestones.
Wasteland effing ruled. Proton Axe in Vegas baby. And the hookers in the casino were hawt
We just made our next major milestone, thanks to you all, which means more content plus a Mac and Linux version. And the number continues to grow, and that means a better product for all as we can hire more writers and scripters to add even more depth of consequence to the world, add more music and sound to set the atmosphere, and make the world larger to explore. Let's keep the number increasing and really knock it out of the ballpark. I have been having a blast reading the messages of excitement from the RPG players who feel neglected over the years.
The most common question now is what happens when we hit 2 million and above. First and foremost we hang our hat on the density of the experience the gamers get with a great RPG, and these monies continue to insure that happens. At 2 million we will increase the staff to make the game more social so that it can become a more shared experience. We like the concepts of dropping notes into the world for your friends who are playing the game, or perhaps we may allow you to send an item their way from Ranger center to help them out. We are fleshing out the ideas but intend to increase the social aspects of the game without diverting it from being an old school RPG and without hurting the balance.
We have received many questions about multi-player, and my feeling is that we do not think it would be the right decision for such a heavy narrative RPG. Even in an open sandbox world there are sequences and clues that need to happen in order for things to flow and make sense. This is not an MMO where we create instances of one-off events and scenarios, but it is a deep fluid world in which your actions do matter later. I don't want a game where my buddy triggered an event I didn't know and causes a repercussion for me, and at the same time I don't want to see every little event that my buddy sees to insure I didn't miss it. Multi-player is a design issue and not a technical one in this case. However, we will introduce social elements like I hinted at above so there can be a communal type experience. * Note this would be TOTALLY OPTIONAL should you want to share.
***** Update for the update*******
Everyone remain calm....
There has been a lot of panic that any kind of element of sharing will ruin the classic old school RPG. I think some people are overreacting to the word "social" which I can kind of understand. But here is the bottom line. We will post a description of our thoughts in the forums and if YOU the fans still don't want it then we will not fight the majority. We can now get back to our normal shouting.
More important than multi-player I would prefer to have a robust set of tools so the community can create mods and make the Wasteland world bigger than any one company ever could. Rest assured we are spending our efforts to determine at what tier we can have a team work on this. But keep in mind that making Wasteland 2 a deep RPG experience is mission critical, so even if we make the mod tools they are likely to come out after our ship date.
We wanted to have a little fun and make another comical video so I hope you enjoy it. The next video I put up will also be more informative as I will answer some of the more common questions from the forums. We are still deciding on the tech, and we don't know what the final budget is, so it can be difficult to have answers for everything right now.
Also I have done numerous interviews that shed more detail on the project so please check out the following links if you want to know more.
I get more excited about the game every day.
Will the game contain any form of multiplayer?We are looking into how to make the game more social as we speak. I'm just not sure such a narrative game is going to lend itself to a strong multi-player but we have not ruled it out. One thing I do find interesting is the way Demon Souls handled things like leaving notes for others in game. There are some very interesting ideas along those lines that would be more powerful if controlled to your social group rather than strangers. Perhaps your buddy can drop things into the world for you to aid you along with the notes. Again just ideas but we are exploring that.Will the game contain any form of day-one or small DLC (not expansion pack-sized ones post-release)?Hell no there won't be day one DLC... everything is going to the game as it should be. I feel like I've been taken advantage of in other games in which they tried to sell me stuff that was already completed. This isn't a free to play model. Now of course I might insist on a red boots DLC pack for fun.Will the game contain a quest compass?We have no plans for a quest compass. We are designing this game to maximize exploration and discovery and through good design it should work fine. I like the tension of wandering off and stumbling upon random encounters... makes you pay attention. I made one comment that IF for some reason despite everything people are complaining about getting lost all the time then maybe we would look into ways to counter that. We are not making this game to try to appeal to a mass market and it has always served me well to assume the audience is smart.
i have never heard of this game O_o thats horrible. its like never hearing of orgen trail X_X"
glad to see they got the funding they needed for it and then some, if this game relaunches to their ideals it should be pretty popular. im tired of groups ruining my childhood... first movies now games.. its appaling how great games are getting bent over and abused to turn a quick buck.
this game does sound fun though. mind you im not a huge fan of TBg's im more of an RTG'er lol but i might check it out when it has some gameplay out.
i got a kick out of their pledge rewards too haha.
as for their more social setup.. they could steal a page from D1 and have it a sorta "lobby" MP where you and your friends play a single player game together online. you host the match and play through it or something.. there by keeping closer to the original game play while allowing for more coop play (games are always fun with pals)
CPU: Intel Core i7 CPU 860 2.8GHzEvga GeForce 670 FTW Evga P55 SLI
We have announced a major piece of good news today that inXile has reached an agreement with Obsidian for potential design assistance for Wasteland 2. What that means is that Obsidian’s Chief Creative Officer, Chris Avellone, is going to work with our team on the design and writing of the game! It is important to note that we say "potential" as they will come aboard assuming we hit $2.1 million in funding. The good news is that we have already seen a spike in just the few hours since this was announced in a press release this morning.
For those of you who don't know who Obsidian or Chris Avellone are, they are the bulk of the brains who worked on Fallout 1&2, Icewind Dale and Planescape Torment when I was back at Interplay. More of the band is back together to make sure we bring you a fantastic RPG. Chris is going to help push the density and literary content of the game.
The original Wasteland was an important game to Chris as he recently stated, "Wasteland is one of my favorite RPGs of all time, and when Brian asked if I wanted to work on the sequel, I jumped at the chance. While I've worked on Fallout 2 and Fallout: New Vegas, getting the chance to work on the spiritual predecessor to the Fallout franchise is a honor."
While the programming work will remain with us here at inXile, we are looking to use a host of tools that Obsidian has created which will help us get assets into the game faster. The faster we can implement and iterate on content, the deeper the game and the more varied choices the gamers can make.
That’s more good news for all of you that put your faith in us.
As of 9pm CST the goal is at 1.75 mil.
Things are sure looking good to hit our next milestone of $2.1 million dollars, which makes the game deeper of course, but it also brings the design talents of Chris Avellone of Obsidian. We look forward to having Chris bring his style and prose to the game. When you include the PayPal money on top of the Kickstarter funds we are over $1.980 million with 12 days left to go. One of the questions I constantly get is an understanding of what happens when donations continue to grow. The question is especially important as I think there are more RPG gamers out there than almost any other category.
I would like to give a little visibility on what we would expect to add to the game if we hit $2.5 million and $3.0 million. And do keep in mind that ALL money raised goes into development.
Scope and scale is the number one request, and it is what we are focusing our monies on primarily. So at 2.5 million dollars we would bring in another couple of designers to help create more areas. This will not only increase the overall size and depth of the world, but it translates to more story lines and more player options as well. At this funding level we would also bring more level scripters in to allow us to get levels in faster. When we get levels in faster it allows more iteration time to really hone things in. I believe that iteration time is the single most important factor towards shipping a polished and deep game.
In addition, we will add more NPC portraits and equipment artwork as per what the fans have requested in the forums. We would also increase the music budget to allow Mark Morgan to layer in even more atmosphere. The bottom line is that this kind of budget insures that Wasteland 2 is BIGGER than Wasteland 1. And for the people that remember little Billy from WL1... well he was left for dead and he is pissed.
The third most asked about feature is for us to provide a mod kit to allow players to create their own scenarios. I have always loved those kinds of tool-sets to set players loose to keep the world expanding. To create these kinds of tools is time consuming and requires a separate team of guys to do it. While we are not ready to commit to that feature yet, we can say that if we were to hit 3 million dollars, it would be possible to do a mod kit without cutting into the plan for the main game. In fact, IF we ended up making the mod kit we would not release it until after Wasteland 2 shipped as our hands will be quite full to insure things are done well. The game will also increase in scope as well so this is not a binary equation. As always, we will be posting polls in the forums to help with these sorts of decisions. Yes we are reading the forums!
On the production front we have already started our pre-production process. We have our art team starting work on setting the look of the game. Once we have the look established, we will run tests across several different technologies we are evaluating to settle in on our tech for the project.
And Andrée Wallin is wrapping up his first concept piece for the Desert Rangers and they look bad ass. It's a beautiful mixture of the military with touches of the old west rangers.
We have also adjusted the tiers a bit to move around the in-game items. We added 100 slots to the $1,000 backer level as the first 100 slots sold out far faster than we anticipated. We then reduced the $2,500 tier significantly to just 25 slots and added 25 slots at $2,000. With those reductions we increased the $1,000 tier in proportion. Also we clarified that Chris Avellone would sign the collectors edition as part of the $250 tier.
And lastly I wanted to include a description of the Desert Rangers background, as many players are not familiar with them:
On the same day that the U.S. and Soviet Union were attempting to extinguish each other, a company of U.S. Army Engineers were in the southwestern deserts building transportation bridges over dry riverbeds. They worked deep in the inhospitable desert valleys, surrounded by a number of survivalist communities. Located directly south of their position on that day was a newly-constructed federal prison. In addition to housing the nation’s criminals condemned to death, the prison contained light industrial manufacturing facilities.
Shortly after the nuclear attack began, the Engineers, seeking shelter, took over the federal prison and expelled the prisoners into the desolate desert to complete their sentences. As the weeks passed, they invited the nearby survivalist communities to join them and to help them build a new society. Because of each community’s suspicions towards one another, times were difficult at first. But as time nurtured trust, this settlement -- which came to be known as Ranger Center -- grew to be one of the strongest outposts. Ranger Center even proved powerful enough to repel the hands of rancorous criminals who repeatedly attacked in attempts to reclaim what was once “rightfully theirs.”
The citizens of Ranger Center, after first believing that they were the only ones who survived the nuclear maelstrom, soon realized that communities beyond the desert’s grip had also survived, Because they had such success in constructing a new community, they felt compelled to help other survivors rebuild and live in peace.
Toward this end, the Desert Rangers, in the great tradition of the Texas and Arizona Rangers a century before, were born.
As our Kickstarter continues to build momentum, we will keep focusing on how we can best deliver what our fans want. We've seen quite a few messages from our international fans expressing concern with the cost of shipping and physical goods relating to VAT and customs costs. For that reason, we opened up a purely digital pledge level at $55 that contains no physical items. You will get the digital copy of the game, digital soundtrack, digital novellas 1 and 2, digital concept art book and early beta access.
We've had an amazing amount of support from our fans, and we couldn't be happier with how many people are showing up to help make this game special. Please continue getting the word out in the remaining days of the campaign to help us finish strong. A countdown timer on our Wasteland 2 website is now ticking away the days, minutes and seconds to the finish. You can help spread the word by adding the counter to your own blog or website—just use the handy “Add to your site” button next to the counter. Thanks!
Its at 2.1M now basically (if you include paypals from Europeans). Which Chris Avellone will be doing some writing for the game.
I just read an article on President Obama’s Jobs Act getting bipartisan support and being signed into law. When the Obama White House AND the House Republicans can agree on something it is a pretty big deal. While the bill is not just about Kickstarter, it is about small companies, like inXile, turning to the internet to get funding that they need to grow and create jobs. I know a lot of you are involved in this project mostly because you are excited about the game, but seeing the news today about this Jobs Bill reminded me of some of the real impact this Kickstarter will have on the lives of the people that will be working hard the next 18 months to make the game.
All of the money we raise through Kickstarter is being spent on making the game. Most of the cost of development is in paying for the team to create the game. There will be a team of engine programmers, game-play programmers, UI engineers, character artists, environment artists, animators, effects artists, UI Artists, sound designers, composers, writers, game designers, systems designers, level scripters, and testers. Not to mention all the interns it will take to handle the mailing out of the physical goods. It is simple math that the bigger this budget gets, the more jobs it will create. The bigger the team, the deeper and bigger the game gets. If you want a deeper and larger game, and we think that you do, you want us to raise as much money as possible to spend on the game.
Did I just hear all 43,000+ of you say ‘How can we help?’
I am glad you asked!!
One thing you will notice in that list of potential jobs above is that nowhere in that list do you see ‘Marketing Lady’ or ‘PR Guy’. That is because we don’t have these positions, nor do we plan to hire them. We want to spend the money on the game, and only the game.
This is where you come in…
All 43,000+ of you are our marketing and PR team. We need your help to get the word out that the Kickstarter countdown is on.
• Post to your Facebook pages with links back to the Kickstarter. • Follow @BrianFargo on twitter and retweet my Wasteland related tweets. • Post it to forums where you think it is relevant. • Send emails out to everyone you know. • Go to our website and put our Doomsday countdown clock on your website. • Get a friend or family member to buy in. • Shout it from the rooftop. • Do some early shopping for Christmas 2013!
If every person who has pledged manages to get one more person to buy in for $15, we will increase the budget by over $600,000. You can help the project in very tangible ways by helping us get the word out.
Lastly, I am very excited to release the first official piece of Wasteland 2 concept art. We asked the very talented Andree Wallin to help us establish the look and feel of the Desert Rangers. I think this image speaks for itself…
Hope you enjoy it,
I have received many a question about details of the game and this video will help shed a bit more light. We will communicate all of the remaining points of our vision shortly after we start production next week and after we have spent more time on the forums. We want to get fan feedback on a few more items before we solidify our final vision document.
I did want to give some detail on what the definition of a party based game was since there seems to be some confusion. In specific terms you will be creating and customizing four Rangers at the start of the game and typically you would give each of them different skills to create experts in certain fields. Skills in Wasteland range from lock-picking to bomb disarming to even toaster repair. This creates the dynamic of having players taking very different approaches to exploring the world. In addition there will be three slots for non-player characters to join the party. They will be similar in most respects to a player created member except you will not have 100% control over them. They will have quirks that could range from momentary indecision with them not firing their weapons at an opportune time, to being trigger happy and wasting ammo or even stealing from your characters. This opens up a wide range of possibilities on which NPCs you decide to have join your ranks.
And while we have brought Obsidian into the mix, I think it is important to note that this is my baby, and I will be producing it and managing the programming here at inXile. There seemed to be some confusion on whether it will be a joint production, but the main facets of our involvement are with the use of their tools for asset integration and the design talents of Chris Avellone. Part of the charm and variety of Wasteland 1 came from the way different designers would approach their areas, and I wanted the same dynamic again. Only this time we have added the brains of Chris into the mix, and I am betting he will add ideas to Wasteland 2 that would have never been in the game otherwise.
Due to popular demand, we have added a backer only T-shirt to the rewards. Here is a preview of what the shirt will look like.
I hope you find the video useful. We are now in the final stretch....
New Video also on Kickstarter Page
QA Video on Details about the game.
(Some Previous Tiers that were sold out have been added some more slots)
5 More days !!! Keep pledging people!
We have less than 40 hours before our Kickstarter campaign ends, and what an incredible last month it has been. I am very anxious to start diverting all of my energies to production of the game itself. I am constantly asked about other projects I might consider, but for now it is Wasteland, Wasteland, Wasteland.
I hope you all had a chance to get a glimpse of the latest concept art from Andrée Wallin. Anyone who played the first Wasteland remembers the first time they ran into the Scorpitron, and this seemed the perfect enemy to prep up for the sequel. Scorpitron 2.0 is much more lethal than its predecessor.
Of course, all backers who are in at higher levels will also get all of these added items too.
Also we will have a live streaming party on Monday night (16th) from 10pm-12am EDT to celebrate the green light of production on the game. Our Kickstarter does not close until 5am the next morning, but we wanted to get some of our friends and family together to celebrate this little bit of history and share it with you. On attendance will be Nolan Bushnell the founder of Atari, Chris Avellone and a few other surprise guests. We will be answering questions received through live chat on the TwitchTV stream as well as from Facebook fans. I will tweet the URL Monday afternoon as well as post it here on Kickstarter.
Thanks again for all the support and faith....
Spread the word people 150k more for that mod kit !!! 4 more hours left to pledge
about 5 hours left. Less than 37grand is needed to reach 3mil.
Originally posted by yutty about 5 hours left. Less than 37grand is needed to reach 3mil. $15 gets you the game $30 gets you 2 copies and some extras others amounts & all information can be found:http://www.kickstarter.com/projects/inxile/wasteland-2 via paypal: http://wasteland.inxile-entertainment.com/pledge.php Decent price for a game imo anyone else gonna help make this happen?
Did you include the paypal donations also?, last I checked it was at around 98k and at 3 mil post release develop a mod kit so the community can make their own content which will lengthen the games replayability for years.
as of now 4 hours and 27 grand to go for 3 mill. C'on rpg lovers lets make this happen. Mod kit = endless amount of content. I'd assume the mod kit would come after release.
Originally posted by yutty as of now 4 hours and 27 grand to go for 3 mill. C'on rpg lovers lets make this happen. Mod kit = endless amount of content. I'd assume the mod kit would come after release.
Yes, they stated the mod kit would be after release.
about 17g left now till 3 mill with 3 hours left
pledged of $900,000 goal
Total Pledges through PayPal: $101,462
hours to go
We have officially hit 3 million combined with Paypal donations thanks to all forum posters at MMORPG.com who pledged and help bring this game to full fruiton and its potential. We made the 3 million milestone that means a mod kit for creating your own Wasteland adventures and ideas will be developed after the game is released , I would imagine just like Bethesda released the GECK mod kits for Fallout 3 and NV. Once again thanks to you all!!!!!!
Will be posting probably a final Kickstarter update , they also mentioned new artwork , and a video . I'll post when I get on later , I wanted to ride thru the night to make sure they made the 3 mil mark .
(edit) 1 hr left to pledge for any last minute people that have been sitting on the fence!