Wasteland 3's third dev diary is here, and it's focused in on the consequences of player choice. The video below delves into how player choices will impact the world of Wasteland 3, and what kind of role-playing is possible.
InXile Entertainment studio head Brian Fargo says that reactivity is "the hallmark of a great roleplaying game," and that a lot of work has been put into making sure that the reactions of the word are "telegraphed"--so you know that events that play out are a direct result of your actions, minor and major.
An example is shown of a scene where you can steal a gun from a poor couple--the gun is going unused, as it has sentimental value to them, but it could be very useful to the player. As Fargo points out, "most players won't do it"--but the option is there, if you don't mind being evil in-game.
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