-Archangel- wrote: Make the game the market wants.
This is the whole problem with your argument. From Day 1 of the Kickstarter it was a rejection of the standard "what does the market want" concept. Big Publishers may be bagged out for various reasons. But one thing for sure, they
KNOW what the market wants.
Andross wrote:But that doesn't mean WL can learn from other franchises (including Fallout). When I read WL2'd vision document's ideas for combat, the fact that inXile wanted to make a proper tactical combat system I felt impressed by how it seemed like they were going to follow the right steps and make something more similar to Jagged Alliance 2 instead of trying to stick with WL1's old formula. When I saw that the game's combat feels simple, shallow and half-baked I felt very disappointed. It lacks of tactical options such as aimed shots (a feature I'd want because it would help to improve the experience if implemented properly, not because Fallout had them) among many other mechanics they could imitate from other tactical games.
Totally. We all agree with that. Our problem was never with learning from the other systems, like FO or JA2. It was just the rabid denial of anything bar FO. Especially in relation to specific WL parts.
As to the Combat. They did say it was never going to be JA2 level, though I don't recall where they said that. This was always going to be RPG, not a combat sim. Which ultimately was a resourcing issue, they couldn't afford to spend the time to build a complex tactical Combat sim. Don't forget it is JA2 so they have already gone through at least 1 iteration, and it was always a combat sim with RPG elements.
Andross wrote:Seriously, implementing perks/traits would indeed add depth if they were included properly. And I personally wouldn't criticize any effort invested in trying so, since depth is what make RPGs fun.
We had been talking about traits and other "perklike" stuff from early on. Ultimately again this appears to have been a resourcing issue. I am glad they didn't try and shoe horn something in.
Andross wrote:Though I certainly agree that they could do much more to make the game feel more Wasteland-y. The system itself doesn't have some SPECIAL's strenghts, so I wouldn't mind CLASSIC as long as they make some tweaks; but since every effort invested in catching WL1's soul would be inmensely appreciated by the "actual Wasteland 1 fans" they should focus on that for WL3.
I think they made a mistake with CLASSIC. They didn't have enough time to make it work and pick the problems out. You don't build a core gameplay element in an rpg overnight. They clearly wanted to change the MSPE, probably because it is a little bit esoteric and takes a bit to understand. Unfortunately what they changed to, and the way they named it(Splicers originally Classic at the suggestion of a forum goer) were very reminiscent of SPECIAL. No doubt on purpose. But it set up an expectation on a system to be as good as a system that had not only been through 2+ other games, but had also had a lot of maturing with people discussing it over time.
CLASSIC may well end up being a good system once some of the bugs are knocked out of it. It has a solid base to work in. But it just needs some revisioning to clean it up and fix holes.
It's not too late. Make it Eight!