Wasteland 2 Science Consultancy Firm Interview

Ars Technica is offering an article-style interview with Thwacke Consulting’s Sebastian Alvarado, whose company is collaborating with inXile on Wasteland 2. Here’s a snippet on the work they’re doing on the title:

One of the best examples of how Wasteland 2 will be intertwining real world science and imaginative fantasy probably comes through in enemy design. Alvarado recalls that the InXile team needed some believable enemies for a waterlogged area that had been ruined by a natural disaster. “We wanted to explore what kind of animals would survive in water and out of water, what animals do we know that live in a tidal zone and that could survive, things like that,” he said.

The scientists found the humble hermit crab was a likely candidate for post-nuclear survival, thanks to its ability to absorb radiation in its shell and then discard it during a molting cycle. That’s the academically valid, scientific part. But since this is still a video game, they wanted to make sure it was a little “off the wall” as Alvarado put it.

“We used radiation as a very simple gaming mechanism to argue that it makes animals super large, because everyone knows radiation makes things super-large… we’ll just take that one as a granted,” he said, laughing. “So let’s let these hermit crabs get [so big] they can’t find housing in their conventional shell and they’ll actually seek housing in a bus or a telephone booth or something like that.”

“So the whole idea is that they’ll hide in parts of the environment and they’d actually have this stealth ability, in the fact that they wouldn’t actually be seen by the player,” Alvarado continued. “It kind of works with a bit of biology, it works a bit with what Wasteland is after … it fits into this world that Wasteland has with bizarre and fun off-the-wall type humor and everything.”

Thanks, No Mutants Allowed.

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