The game is designed to make all choices important

Aug 1, 2013 08:39 GMT  ·  By

Brian Fargo, the leader of the development team at inXile, says that the core mechanics and structure of the coming Wasteland 2 will make it impossible for two gamers to have the same experience because of the sheer amount of potential choices.

The developer says that the team is not going to trick players in any way and each decision they make will have clear consequences that can be seen as the game progresses.

Matt Findley, the president of inXile, tells Rock, Paper, Shotgun that, “We have so many sequences. About half the game, most people will never see. We’re not afraid at all to create content that’s off the critical path or can be closed off permanently. You can shoot or kill anybody in the whole game.”

The approach that the team is using for Wasteland 2 is similar to those of classic role-playing games like Fallout, where gamers had the freedom to do almost anything in the game world as long as they were comfortable with the consequences.

Fargo adds, “There’s whole sequences you’re not gonna see later because you offed the guy. We just deal with it. There’s no replacement – no NPC that joins you and acts just like him functionally. He’s out. You’re just not gonna see it.”

Choices that players make might also actually lead to the destruction of area of the game world.

Wasteland 2 allows players to create their own specialized party of Rangers and then explore a post-apocalyptic universe filled with factions that are generally hostile.

The combat will be turn based and will emphasize the special skills of each party member.

Wasteland 2 will go into beta stage in October of this year and, based on the feedback from the community, inXile will then make a decision on the actual launch date.