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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.
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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.
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.
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!
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.
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!