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BS:
How do you manage the pacing and the player dynamic and the emotional wave, when
you've got something much more open than a typical shooter? Obviously with Call of Duty 4, you've got these great,
specific, scripted events. They're so compelling that you don't feel like you're
being forced.
RP: Yeah. I think with Borderlands, the trick is: what do you
want? There's always a mainline mission path, and you can follow it. When you
follow it, we take care of you. But if you want to get off that, you can.
Usually, that's rewarded with something, something unique that you might have
found that you discovered somewhere, some new mission path, some optional
mission path for example, or some new pocket of bad guys or creatures that have
something of some value, or just some interesting part of the world or a
shortcut to a different part of the world.
The key is about taking care of the guy
that needs to be told what to do next while also creating an opportunity for
rewards if you were to go off your path. Call
of Duty is a great example where the path is there, and when you follow the
path, the moments are presented. But if you do stop and decide to try and go
off the path, you realize very quickly that you're constrained. You're cordoned
in, and you realize that very quickly.
And then you go, "Okay, the game
doesn't want me to do that. There's no value for me to do that. There's a wall
here preventing me from going over. I can't explore that. Alright." And
then you just kind of keep going along with the ride. And it's a cool ride, and
it's a fun ride, and it's a crafted ride... but I don't know. Would that game
be better if my try to explore was rewarded with discovery? Would it be better?
I don't know. I think it would be, and I think that's kind of the bet we make
with Borderlands.
BS:
Yeah, it definitely depends with an experience like that, where it's not
necessarily spoken or text-narrative driven, but it's very scenario-driven. It
might wind up conceptually ultimately being a bit silly if you were trying to
fight these guys, and you just instead decided to go elsewhere.
RP: That's the trick. In that world,
that kind of setting does not allow that kind of thing. In the Borderlands world, the character's
motives and the way the world exists and is crafted and the population of that
world, it makes perfect sense. So, maybe that's a factor, too.
BS:
I was discussing Fallout 3 with
someone, and they said that, realistically, if I'm getting out of this vault
and I'm dead set on looking for my dad, am I going to like fuck around the rest
of the map and be like, "Yes, I will go kill 10 enemies for you."
It's like, "No, maybe I should go find my dad."
RP: Yeah, that's interesting.
BS:
Do people actually even care if their characters are really doing what makes
sense for the universe?
RP: And that's where games and narrative sometimes
support each other, and sometimes actually fight against each other. We made a
very clear decision at one point that the motives of our character should be
supported by the optional things. So, we made our heroes fortune hunters, and
there's a lot of ways to earn a fortune. They're motivated by profit -- and
they're not like evil fortune hunters. They're not like mercenaries. They're
like Indiana Jones.
We could've made some kind of emotional
pull as the core plot, but that would be inconsistent with all of our decisions
in the game. We made sure to pick a core plot and motivation where all the
decisions you make in the game are still consistent.
BS:
You mentioned earlier that you could go back and defeat enemies from before and
be more powerful.
RP: Yeah. I hate when an RPG says,
"Here's a game where you can level up. By the way, we're going to level up
the world, too", so your leveling means nothing." Like, "Dude, I
want to get to level 50, and I want to go back to the Level 5 area, and I just
want to own the shit out of everything. I want to look at them and have them
explode. I want to be super badass. I want to one-shot everything."
BS:
Is that how you're controlling gating?
RP: One way. That's one way. Like you can
get right out of Firestone, the first settlement in the game, and you can go to
a place. You'll be like level 2 or level 3 when you first leave Firestone. And
right around the corner, there are some dudes that are level 10 and this bandit
boss named Bonehead that's got this little compound, and you can go in and get
your ass kicked all day long if you want, and you'll discover, "I'm not
ready for this." Fortunately, the game doesn't ask you to go there, but it's
there and you're welcome to try.
So, that's one way. But the other way is
actual gates. Like at first, this settlement of Firestone is locked down, and
all the citizens inside -- the very few citizens that are remaining -- are all
locked inside their houses. They're afraid because the bandits have taken over.
So, until you clear those bandits out and accomplish a few missions there, you
then get the ability to save these guys. That means you can interact with the
NPCs, and they give you the tools you need to open up Firestone to the rest of
the world that's beyond. And so there are other gates that are more mission
driven.
There are instances that you can't get into
without access. There are certain places that, "Oh, there's a cool area
over there, but there's this huge ravine that I can't get across. But that
looks like if I had a car, I could jump it." And then like a few hours
into the game, there's a mission chamber where you can start to unlock vehicles
in the game, and now you get a car and you can jump it and get a little aerial
over there. So, we can layer it in lots of different ways, not just by the
difficulty of the enemies.
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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!