I HAVE QUESTION

I have these skills that cover the different aspects of guns in this RPG dev document of mine and was wondering if this was an RPGyyy enough way to handle weapon skills 

reloading

triggering

handling

sighting

they cover the different aspects of a gun without limiting the user to one specific type of gun
is this a accurate way to handle this dynamically?
the fact that this is funny to you guys and not bad game design frightens me
why put all that work into making complex injury systems only to undercut it by just sleeping in a bed, way to make it pointless
album art
wow in only like a day and a half
suck it home stuck nerds

Fargo: “Without corporate interruption, we’re kicking ass”

http://www.gamesindustry.biz/articles/2012-08-23-fargo-without-corporate-interruption-were-kicking-ass

Brian Fargo on Wasteland 2’s rapid progress due to financial independence and the Unity Asset Store

InXile’s Brian Fargo used his keynote address at this year’s Unite conference to put the value of creative autonomy for Wasteland 2 in the frankest possible terms.

“We’ve been working on Wasteland 2 for about 100 days, with no distractions from any kind of corporate overlord,” he said. “We have hundreds of pages of design done, we have our first music in, we have our basic UI up-and-running, and we’ve taken our first screenshots.

“The bottom line is that, without any interruption, we’re kicking ass.”

Fargo detailed the way the industry has “come full circle” since he began his career 30 years ago, shifting away from the console model that has dominated since the late Nineties and back towards “two and three man teams” empowered by new platforms, new distribution methods, robust tool-sets like Unity, and financing secured through crowd-funding.

out now on steam