Interview with InXile’s Brian Fargo on Wasteland 2

Brian Fargo is perhaps best known for his work as the founder of Interplay, director of the classic post-apocalyptic RPG, Wasteland; designer of The Bard’s Tale series; and producer of Fallout. Since then, he’s been hard at work at inXile Entertainment, creating the likes of a new Bard’s Tale, and Hunted: The Demon’s Forge. More recently, Fargo has established a name for himself as being a huge proponent of Kickstarter as a viable platform for game development, both indie and AAA.

I recently had a chance to speak with Brian Fargo about his Kickstarter-funded game Wasteland 2, which found success to the tune of $2.9 million. Inspired by  success of the first Kickstarter, Fargo and inXile launched another Kickstarter, Torment: Tides of Numenera, which recently met with success at a record setting $4.188 million.

For our readers who didn’t contribute to the Kickstarter, could you fill us in on how far along the development of Wasteland 2 has come?

We’ve made some great strides over the last 12 months.  We released a video of the actual gameplay back in February and the response was extremely positive which makes our path clear to deliver more of that experience. Our priority right now is to get the game working in a rough looking state but in which we can play it from beginning to end. We are just a few weeks away from that goal, which means we can start the iteration process soon.

After this milestone we will start to prop those areas out like we did with the February playable and continue to craft each encounter and conversation. Once again it has been a pleasure to work on a game in the fashion that allows for the best end product.

Given the close ties InXile has with Obsidian, can fans of both studios expect to see some crossovers or references between Project Eternity and Wasteland 2?

From a story perspective we have not given much thought to any mutual references and most importantly I would not want to do anything that broke the immersion of our universe in trying to do so. Having theirs be a fantasy game doesn’t match well with our futuristic title really. However, I would not rule out some subtle inside reference.

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1 Comment on Interview with InXile’s Brian Fargo on Wasteland 2

Drizzt

On April 27, 2013 at 4:28 am

Crowdfunding certainly seems to be an option. Star Citizen/Squadron 42 is approaching 9 million USD and has put out stretch goals for that and the 10 million mark just the other day. It is, however, really relevant, that a developer/studio going this route understands, that they need to communicate and react to their creditors, who believed in them and provided the money upfront. This means you need to be incredible open and honest to the general public, you need to be able to listen to criticism and incorporate suggestions from your backers/creditors. As all this depends at all stages on trust, that’s probably your most valuable asset. Especially if you want to have a future in this space.

Having this funding option is good, it might give some studios more leverage to make the game, that is best from the gaming perspective and not the one some banker thinks might make the most money.