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''Wasteland'' is a science fiction role-playing video game developed by Interplay for the Apple II and published by Electronic Arts in 1988. It was ported to the Commodore 64 and MS-DOS. The game is set in a futuristic, post-apocalyptic America that was destroyed by nuclear holocaust generations before. It was re-released for Microsoft Windows, OS X, and Linux in 2013 via Steam and in 2014 via Desura. Critically acclaimed and commercially successful, ''Wasteland'' was intended to be followed by two separate sequels, but Electronic Arts' ''Fountain of Dreams'' was turned into an unrelated game and Interplay's ''Meantime'' was cancelled. The game's general setting and concept, however, became the basis for Interplay's 1997 role-playing video game ''Fallout'', which itself would extend into a successful series. A sequel, ''Wasteland 2'' by inXile Entertainment, was released in 2014. ==Gameplay== The game mechanics were based directly on those used in the tabletop role-playing games ''Tunnels and Trolls'' and ''Mercenaries, Spies and Private Eyes'' created by ''Wasteland'' designers Ken St. Andre and Michael Stackpole. Characters in ''Wasteland'' consequently have various statistics (strength, intelligence, and luck among others) that allow them to use different skills and weapons. Experience is gained through battle and through use of skills. The game would generally let players advance with a variety of tactics: to get through a locked gate, the characters could use their picklock skill, their climb skill, or their strength attribute; or they could force the gate with a crowbar – or a LAW rocket. The player's party begins with four characters, and through the course of the game can hold as many as seven characters by recruiting certain citizens and creatures of the wasteland to the player's cause. The initial band encounter a number of NPCs as the game progressed who could be recruited into the party. Unlike those of other computer RPGs of the time, these NPCs might temporarily refuse to give up an item or perform an action if ordered to do so.〔 The game was also noted for its high and unforgiving difficulty level〔 and for such combat prose as "reduced to a thin red paste" and "explodes like a blood sausage", which prompted an unofficial PG-13 sticker on the game packaging in the United States.〔(Why People Give a Shit About a 1988 PC Role-Playing Game ), Kotaku, Feb 17, 2012〕 ''Wasteland'' was one of the first games featuring a persistent world, where changes to the game world were stored and kept.〔 Returning to areas later in the game, one would find them in the state one left them in, instead of being reset to their original state, as was common for games of the time. Since hard drives were still rare in home computers in 1988, this meant the original game disk had to be copied first, as the manual instructed one to do. One of the other features of this game was the inclusion of a printed collection of paragraphs which the game would instruct the player to read at the appropriate times.〔(【引用サイトリンク】title=Retrospective: Wasteland )〕 These paragraphs described encounters and conversations, contained clues, and added to the overall texture of the game. Because programming space was at a premium, it saved on resources to have most of the game's story printed out in a separate manual rather than store it within the game's code itself. The paragraph books also served as a rudimentary form of copy protection, as someone playing a copied version of the game would miss out on much of the story as well as clues necessary to progress. Additionally, the paragraphs included a completely unrelated story line〔 about a mission to Mars intended to mislead those who read the paragraphs when not instructed to, and a false set of passwords that would trip up cheaters with results that ranged from character sex changes to unintentionally detonating a bomb. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Wasteland (video game)」の詳細全文を読む スポンサード リンク
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