Welcome to the Nukapedia News Digest, brought to you by The Modoc Trading post - Yes, we're still open (just).
In your digest this week:
From the Administrative Enclave
Tocinoman has passed his nomination to become a full Moderator. Congratulations.
Admins stepping back
Guardian of the Wastes has decided to step back a bit, but hopes to resume his normal level of activity in a few months.
Yes Man has signalled his intention to become inactive.
A vote has been opened on the NavBar by Jspoel, tell us if you like the new or the old here.
User Rights Structure changes
KingClyde has proposed simplifying the user rights structure. See more here.
News From the Wastes
Nukapedia is proud to be Affiliated with The Wasteland Wiki.
I can has Mac Version?
With pledges now exceeding $1.5 Million via Kickstarter and the total number of backers almost 30 thousand pledgees, Brian Fargo and InXile have committed to a Mac and Linux version of Wasteland 2… however they have confirmed that console versions, including the Playstation Vita, are extremely unlikely.
For those of you having problems donating via Kickstarter, you can now donate via PayPal - an extra $6k has already been raised this way. You'll still get the same goodies, but the levels top out at $500.
InXile have also committed to spend at least 5% of any profit made on Wasteland 2 on other Kickstarter Projects. Other kick-starter users are also being encouraged to pledge a similar amount under the brand "Kicking it Forward".
NMA to appear in Wasteland 2
No Mutants allowed have raised $1,221 in order to purchase a bar in Wasteland 2. Contributors to their fundraising effort will also have their names mentioned in game.
Liz Danforth talks Wasteland
Liz Danforth, who created the "Highpool" map in Wasteland 1, and is in the new Wasteland team has been talking wasteland and more on her blog. Here's what she had to say on her work on wasteland:
- WASTELAND :I wasn’t a big part of the original project, but Highpool was one of the areas I wrote that appears early in the game. People still make sour faces when I grin evilly and say I was responsible for the tragedy with the kid and the rabid dog. I did other bits elsewhere in the game too, but that’s the piece I hear the most feedback about.
- Still, the remarks aren’t always kind! I recall a forum comment I read just a year or two ago, saying something like “What kind of sick mind thinks up a situation where you have to kill a kid’s dog? And the kid too?”
- *ahem* Wasteland is a post-apocalyptic world set in our near future. An animal infected with full-blown rabies can’t be saved in our world, today. With limited medical supplies and a trashed infrastructure, how in hell do you imagine you could possibly do anything but put a rabid dog out of its misery?
- You never had to kill the kid, either. He’d throw himself at you, yes, but you’re playing a squad of big strong mega-weaponed Rangers! Grownups! Walk away. It’s not like you were chickenshit for backing down from some evil-hearted final boss bent on scourging the world and all you loved within it. It was a little boy.
- True, if you passed through the area again, the kid would scream and yell and accuse you of terrible things — forever. But why would the boy forget the bad strangers who killed his beloved dog? He’d only asked you to help him.
- You were never allowed to forget either.
- EMOTIONAL CONTENT That isn’t something that happened in video games of the time. I didn’t know that — the scenario I created was the kind of thing I’d've written for a bit of fiction, or a tabletop game. I play with emotions, and I still delight in knowing a little story I wrote can make strong men and women cry. The rabid dog’s tale was simply cause and effect, a touch of the unexpected (for the time), and the power of unforeseen consequences.
- I remember that I had to argue to keep that event the way I wrote it. I think it was Alan Pavlish who said “But you have to give them a way to save the dog!” I explained the medical reasons why I felt that was unacceptable, how effective it would be to keep it this way, and he finally said okie-dokie. And that’s how the story was eventually programmed.
- That was just little tiny bit of storyline in a larger game that had many memorable moments. The whole team’s joint efforts resulted in something amazing, with impact that still resonates. And even if it did get me called “a sick mind” decades later, people tell me they still remember the dog, decades later.
Just to repeat that I am overwhelmed by the response and the faith and support from the fans makes me happy to be in the games business again. Never have I been at a better place to just make the games I love to make and this whole fan funding has provided.”— Brian Fargo, GamesIndustry.biz
We believe in a very thorough pre-production. We will spend six months, just in the design and planning phase before any code gets written. A very small team of writers, designers, and concept artists will work out all of the details. At the end of that period we will be able to sit the entire team down and play the entire game from beginning to end on paper. Every NPC, every quest, every item, every enemy will be planned out before the full team is on the payroll. This allows us to make the game very efficiently. Plus we don’t are not putting in the very expensive and time consuming cut scenes”— Brian Fargo, Slacker Heroes
Straw poll on continuing coverage
Just thought I'd setup a quick straw poll on how much coverage people would like to see on Wasteland moving forward. The poll isn't a binding one (ie- if its something like 55% against continued coverage, 45% in favour then theres still a significant amount of people who want to see more coverage) its just to help me gauge what amount of coverage is right
Lots of Project news this Week, we have new user, and first New User Network participant CrimsonFrankie on his first project - The Fallout 1/2 Quote project; we follow this with SigmaDelta on the Weapons Conditions Project and Mystery Stranger takes us out with the Fallout 1 and 2 Characters Project.
New Project: Fallout 1/2 Quotation project
The articles of this wiki have an outstanding amount of information. As a long-term reader, I’ve always appreciated that. One particular part of the articles that I’ve always found singular was the quotes section: remarkable sentences that conceptually define the subject the article is about, be it a character or a whole faction. They literally open the article, and they provide the readers with in-game lines that sometimes can give them goosebumps – like the ones found on Marcus’ article do with me–, and make those readers more familiar with the actual feeling of the game. Unfortunately, some notable pages lack quotes – especially from the earlier games –, and as a new editor, having already added quotes to several articles, I want to change that. The Fallout 1/2 Quotations Project aims to add those pleasant, precise quotes that may seem like a simple element, but that make Nukapedia so appreciable and complete. My intention is to improve and beautify Fallout 1 and 2 articles, but perhaps there will be another opportunity for a Quotation Project for the new games as well. That's part of my mission, and any contributor will be very welcome.
Project Completed: The Weapons Condition Project
The weapon condition project is now officially finished! Big thanks to our participants, especially The Gunny, who spearheaded much of the project. The project's goal was to include information on weapon durability for every unarmed, melee, and projectile-firing weapons in Fallout 3 and Fallout: New Vegas. If you haven't noticed already, these weapons pages now have a special durability subsection. Enjoy!
SigmaDelta54(Talk) 01:30, March 23, 2012 (UTC)
Project Completed: The Fallout 1 and 2 characters project
The project began in August 13th, 2009. It was started by Ausir. The project was dedicated to add images and info to Fallout 1 and 2 characters. Porter21, Onipix and Winterheart were the first to be the participants. However, people started not to work on the project, as seen in December 11, 2009 when Porter deleted names on the participants list, altough there were still more people contributing to the project. Unfortunately, the participants started not to contribute, as 18 were deleted from the list in november 11th, 2011. Luckily, I came to contribute. At first I didn't know that my work before was actually according to the project, so I added my name to the list in February 1st, 2012. After discovering the link (category:Fallout character models), not much difficulty was there, as it was difficult finding the images. Finally, after 2.5 years, the project ended with me and Jspoelstra as the last participants. However, I would like to say a big thank you for anyone who conteributed to the project!
MysteryStranger: Trust in the power of Infinity!
Relic of the war that wasn't
Here at the news digest we LOOOOVE Nukes - Who doesn't right? And with nukes, like all things, surely the bigger the better right?
In October 1961 the Soviet Union detonated what was then, and still remains the worlds largest Nuclear bomb, at a mere equivalent of 57 Megatonnes of TNT - which was a compromise figure because they found 100 Megatonnes technologically too tricky.
You can learn more about the Tsar Bomba either on Wikipedia, or check out this video
Your Next Wiki News Digest
Will probably be out on Friday. Have a good weekend. Agent c 15:08, March 23, 2012 (UTC)