Wasteland 2 is a game with enough choice that it's "almost statistically impossible" for two players to have the same experience, according to creator Brian Fargo.

The game aims to offer players "free will", where conversations and story choices in the post-apocalyptic role-playing game are made in several ways.

inXile Entertainment



Alongside recommended keywords and using skills when talking to characters, there is a manual keyboard input system similar to the original that provides multiple conversation branches and options for any given situation.

For example, the very first scene allows the player to attempt to dig up the body of a recently-deceased Ranger, resulting in a firefight with their leader General Vargas, swiftly ending the game.

Another example is an optional character who joins your party partway through the story, who asks you not to tell Vargas. The player can then walk all the way back to the start area, tell him, and she'll be forced to leave the game there and then.

"It's a small moment, but it's a meaningful moment," Fargo told Digital Spy. "It's an effect where you think, 'I'm going to try this and see what happens', and guess what, something really comes out of it.

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"This game has thousands of those little moments. To me... when you do three or four of those in a row, I think that's when you're really immersed. It's when things don't act naturally, is when you get jarred out of it."

The same philosophy also applies to the game's endings, where the game can take a dramatically different turn based on their actions.

If the party decides to repeatedly slaughter innocents, for example, General Vargas will brand you traitors, sending hit squads after you for the remainder of the game.

The game's path will be cut off permanently, but a new one will take its place; an anti-hero alternative of surviving the assassinations and going after Vargas himself. Aligning with his enemies and defeating him will also result in a different outcome.

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"We're really revisiting what it means for a game to end," Fargo explained. "A lot of games say they have multiple endings, but they all happen at the end. You've done one of those - A, B or C - and that's it.

"Life doesn't work that way. If I go out and commit a crime right now, my ending and my life is probably going to prison right now. 80 years old is not going to happen, it's going to happen on this spot.

"We have endings for this game, we have one at five hours, we have one at ten hours, we have one at 20 hours, we have one at 60 hours, and we have derivatives along the way.

"We think that makes more sense than having an ending that happens at the very end, and that's something I haven't seen before. It's pretty innovative."

inXile Entertainment



With the wide range of branching and large team working on the game, even Fargo doesn't know of every possibility Wasteland 2 offers.

"All these games become far bigger than one person," he said. "I'll never know everything that's in this game – even me, the creator behind it. What I do is set up the sensibilities and the teams.

"We want quests, we want events, this is how many, this is how we want them to roll, this is the morality stuff.

"Then the team, they start to hit their stride, and then it takes off, and it becomes so big. Even us playing our own game, we constantly see things that crack ourselves up that we hadn't seen before."

He added: "The possibilities of two people having the same experience playing this game is almost statistically impossible."

Fargo, who funded Wasteland 2 through Kickstarter, recently said that the crowd-funding website was not in fatigue.

Wasteland 2 will be available on PC in late August.

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