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  The Illusions We Make: Gearbox's Randy Pitchford
by Chris Remo, Brandon Sheffield [Business/Marketing, Design, Interview]
9 comments Share on Twitter Share on Facebook RSS
 
 
October 12, 2009 Article Start Previous Page 2 of 5 Next
 

CR: Have you guys, either by way of that particular philosophy or other angles, looked at other games that have tried to employ this sort of Diablo-esque compulsion style? While Diablo and Diablo II are the reigning kings of that -- and I've certainly played hundreds of hours of Diablo II -- most games that try to do that end up failing.

RP: Borderlands is not Diablo. It's a totally different genre.



CR: I understand that. It's a shooter.

RP: It's a shooter. It's a first-person shooter. So, the real bet is... Because when you really break down Diablo, all of the value is in that compulsion. All of the value is in the growth, choice, and discovery. There's some like fantasy fulfillment, I guess, like, "Oh, I'm becoming a wizard", or "I'm becoming a warrior", or whatever. But from a game design point of view, where we're only breaking down the game design, it's the growth, discovery, and choice that that's all about.

When you think about a shooter, it's the opposite of that. Because the gameplay of Diablo, there's actually no skill in it. You take a cursor, and you move your cursor over an icon and you click it, or a location and you click it -- in fact, the skill to play the game is the exact physical skill required to launch the application. That's not what drives us.

Meanwhile, if you think about a shooter, it's the exact opposite. Master Chief and Gordon Freeman at the end of Halo and Half-Life are identical to what they were at the beginning of the game. There's no growth. Nobody leveled up. There's no discovery. And the choice is very simple. You have like, what, 15, 20 guns. In fact, in Half-Life, you collect them all. It's just like, "Which one am I going to use right now?" So, the gameplay is all moment-to-moment. Those games are fun. I've made shooters my entire career. I love shooters.

CR: You made a Half-Life game.

RP: Yeah, right. And Halo. We brought Halo to the PC. We did all the code to bring that to internet gameplay.

The gameplay in a shooter is fun just in the moment-to-moment. It just feels good to move and to dodge and to aim and to shoot and to knock that guy down. It just feels good. Maybe it's because we're all hunters and we don't have that venue anymore -- you just go to the grocery store to buy the meat.

It feels good on this visceral level to kill and to move and maneuver. So, in a first-person shooter, all of the fun is this kind of moment-to-moment experience. Whereas in the RPG in the Diablo style, it's the opposite. There's no skill in the game, and there's no moment-to-moment kind of thing, but it's the growth and the choice and the discovery that drives us.

I think that it's really interesting that both those genres work in themselves. And our bet was, "What if we took the compulsion stuff that's fun over time and compelling over time, and layered it on top of the gameplay that's fun in the moment to moment?" And that's the bet that Borderlands makes.

BS: How are you pacing that experience? Fallout 3 does it pretty well.

RP: Fallout 3 starts from a role-playing side, and they start to layer shooting on top. The shooting is okay. If the shooting was better, would that gave have been worse? I don't think so. I think that game would have been better. I thought that that system was cool -- I liked the presentation of it -- but frankly I hated the dice rolls. Like, "Dude, I shot that guy in the head. I had a 90 percent chance, and you rolled a freaking 7? Fuck you. I score a hit. I fucking shot that guy in the head. Fuck you," you know?

And I love Fallout. It's hard to say, "What's your favorite game?", but it certainly was one of my favorite games last year if not my favorite game of last year overall. But, you know, I also like Left 4 Dead a lot, too, because the co-op gameplay is so fun.

But anyway, I don't think that if the shooting was better, that would have been a worse game. I think that would have been a better game. Here's the other thing, too. If you want to compare Fallout to Borderlands, there are certain things that associate to RPGs that we didn't put in at all.

I think dialogue trees frankly are boring as shit. I think that the idea of like reading a few paragraphs and then picking one of three responses, and then based on that I get a few more paragraphs or one paragraph or whatever it is, and then I have more choice, and I've got to get to the right path to get to the object I need or get the door to open or whatever. If I play the flowchart wrong, I start it over, and it's like the character gets clever and they kind of change a few things, but it's still the same path.

Most of the time, it's the exact same stuff. I'm doing the exact same conversation again because it's so expensive to create that content and there's so much of it. You know what? I don't understand the fun in that, frankly. I just think that's boring and slow. Maybe that's why I like shooters so much. We don't have any of that crap in Borderlands.

But I think getting loot is freaking awesome so we invested a lot in our system to develop loot for us -- the procedural generation system -- because that's really compelling. But we're putting it in front of people, so when you ask how we pace it, it's a process.

We start with things we think work, and we actually created a group in October of last year called the Truth Team at Gearbox. The Truth Team. And The Truth Team's mandate is to tell us the truth. Where are we at? What do gamers, what do customers -- what do real customers, not developers, not even journalists. What do actual customers think right now about where we are at?

And so one of the people on the Truth Team, their job was to recruit gamers off the street. They go to the GameStops, they go to the local colleges, and they just get people. The other part of that is running these sessions, constant, continual focus tests where we can trend.

Typically, when a publisher does a focus group, they do like one in alpha and one in beta. And they really do it for themselves to see where they're at to decide what games to get behind, and it doesn't really get to the developer, and it doesn't really provide feedback that affect design decisions too much. It's really just for the publisher to get a gut check to find out what they've got their hands on there.

That's alright. I think there's some use to that, but we wanted something we could trend, so we do focus tests three or four times a week with the Truth Team. The first thing we do is collect the demographics like gender, age, what games have they played. Then we ask them, "What do you know so far? Have you ever heard of this before? Have you ever heard of Borderlands?" And then "Here, play some of it." Then we ask more questions, and then, "Keep playing."

And then we find out "What would you score this game? What did you like? What did you hate?" And we watch them play, too, and we record those experiences as well, and we learn a lot about what works. This guy just got bored at this point. This guy would have quit if it wasn't for the fact that he was here for these tests. That's really good information and we can do something about that.

Then we get to the point where we have people go for a four-hour session. When we're grueling them and they're mad that we have to kick them out, we know that we're getting there, right? We know that we're on to something. So, then we started running like weekend sessions where they go for eight hours on Saturday and eight hours on Sunday, like the same people. And they're volunteers. We're not paying them. These are just people.

And then when we get to the point where they're mad that we're kicking them out after they've had 16 hours, which is like in the way I play, that's two and a half Call of Duty 4 playthroughs. You know what I mean? [laughs] That's pretty hardcore. So, it was that process that I think we learned how to pace the game. Everybody has a varied experience, so your mileage may vary. But it's really compelling. We're having a lot of fun with it.

 
Article Start Previous Page 2 of 5 Next
 
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Comments

Eric Kollegger
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"The gameplay in a shooter is fun just in the moment-to-moment. It just feels good to move and to dodge and to aim and to shoot and to knock that guy down. It just feels good. Maybe it's because we're all hunters and we don't have that venue anymore -- you just go to the grocery store to buy the meat."



Beautifully put-- truest statement about shooters I think I have ever read. Really hits home why we (most of us anyway) enjoy the core gameplay of FPS games so much.

Robert D'Elia
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Fantastic article; honestly I think Randy Pitchford could sell sand in the desert... but the game does look interesting nonetheless. I am mostly impressed by the breakdown of other successful games in the two genres Borderlands is shooting for.



I agree with the sentiment that game "balancing" is BS and it's cool to feel powerful, especially at the end of a game - however, I can see how there is an argument to be made for rubber band AI and enemy difficulty. In Oblivion, Bethesda's game before Fallout 3, it was exactly as Randy describes - enemies leveled almost exactly parallel with you (at least on console - this could be modded on PC.) Players could still exploit it though, by leveling to the point just before the enemies scale up (I think it was on a 5 level soft cap.) In Fallout, the enemies ARE locked at their level after the first time you enter an area - but they do scale to your level when you first go in. Still, you can go back to earlier instances later on and own stuff - the specific timing and locations are just not as static as in Oblivion.



Also - great point about story getting in the way. I AM the type of gamer who will role-play a story, and found myself sorely disappointed my first time through Fallout at how short it was. There should have been a "teenage scouting years" section or something where you're encouraged by the story to explore - if a game doesn't nudge me that way I usually don't do it, and the world seems empty. The same thing happened in GTA4.

brandon sheffield
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This was my first time talking to him, and it certainly was a good discussion. Looking forward to a followup once the game is properly out and dissected!

Eric Kollegger
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Playing devils advocate on the subject of balancing;



if you end up with too many areas in an open-world title where you can simply "own" everything, the developers finds themselves faced with a serious loss of content, most gamers (casual audience aside) play games for a challenge through-and-through, and cleaving low level fodder is only fun for so long before its time to move on to the higher-end content.



As for the interview as a whole;



I really enjoyed the personal level this interview had; Brandon you did a great job getting the right questions in while avoiding that 'interview grille' territory that often causes developers to clam up and regurgitate mundane PR responses that you find in so many other interviews outside of gamasutra-- cheers!

Alistair Langfield
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I don't agree with RPs comments regarding dialogue trees.



I think dialogue in role playing games is essential. Playing the role of your character is all about altering the perceptions of those around you. Will you treat other characters with compassion, or with distate? Will you help them or hinder them? Surely it's what role playing is all about? It is often the reason you feel compelled to keep playing, to get that special item and to level up. You feel like you are making a real difference to these characters "lives" and the fact Borderlands rejects this feature gives me pause.

Tony Dormanesh
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Never read or heard anything from Randy before, but he sounds pretty cool. It's cool to have the head of a company using such foul language, not to mention a little 1337speak.. Way to keep it real. I imagine he was wearing jeans and flip flops too. I love our business for the little things like that. One day I hope to own a company and cuss in interviews.



He seems a little like a shooter-freak, but that's cool, especially at a company that makes shooters. I never liked Brothers in Arms, but am buying Borderlands.



Ohh wait, now that I think about it I have heard of Randy before.. Didn't he twitter that he would give people loot if they proved they pre-ordered the game. haha, he's crazy, I like. Keep it up!

Tim Hesse
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Great read. I'm really looking forward to Borderlands as it will fill the PSO/Too Human/Hellgate void I've been looking to fill. These fantasy MMOs are booooooooooooooooring me to tears.

Robert Ericksen
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Randy is my new hero and reading this interview filled me with inspiration! The part about designers getting over themselves was the best advice I have read on this site in weeks. When he said that part about COD4 engine "spawning a grenade" at his feet to get him to move forward to the next level made me laugh because I had the same thing happen to me yesterday in Uncharted 2...so people watch out if the game wants you to advance you better haul ass sea bass...but damn i was just admiring your great particle effects and lighting...cant i just chill on a level and soak it in? Hello ADD gaming!

Ruthaniel van-den-Naar
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Borderlands is grand game theft - stole Diablo system, Fallout enviroments, Fallout comics style graphic, cooperative multiplayer from old games, doomlike arcade shooters system. Nothing new, but good mix, its enough for mainstream gamers, but dont give Randy awards he is only good copyist and doorstep seller.


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