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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 4 of 5 Next
 

BS: The enemy thing is still interesting to me, because it seems like most RPGs now are leveling enemies parallel to your levels.

RP: I think it's a terrible mistake. I don't know why they do that. I personally think World of Warcraft got it right. In the level 1 area, if I go back there at level 20, I can just [makes killing noises]. I know I'm powerful.



You know what feels great? If you reach the level cap, which I think now is 80, go into the Dead Mines, which is one of the lowest level instances in the world, and you can like pull the entire instance and just [makes killing noise], and you just feel like the biggest badass. And you look badass. You've got this incredible gear and sick weapons with shit glowing on them. You can just go in there and just own all the stuff. You feel like a god to them, and you are, and you're supposed to be because you've reached that level. I think that's great. That's part of what drives us there.

Remember Mario Kart? When you're playing multiplayer, do you actually feel good about the fact that you're ahead, but because the other guys are behind, the game cheats and makes him drive faster?

BS: Yeah, rubber banding. Not so much.

RP: I fucking hate that. I understand why they do it, especially in the multiplayer context, but in the single-player game? Dude, I'm winning, so fuck you. But if I'm behind in single-player, sure, give me a boost, give me some help. But if I'm in front, let me dominate. Let me own this because that's where I am. That's how good I am.

BS: In the Mario Kart example, it could wind up getting boring if you've figured out all the tricks to the levels, if you're just always just zipping around everybody.

RP: Then guess what? When you're that good, you've also figured out the rubber banding. If I'm playing single-player, I can game the shit out of that. There's a point -- they haven't eliminated that point where I will never lose this race. So, they haven't actually fixed that problem.

I think what they've done is they've made a game design where if players are close together in skill, they've kept the tension in a competitive match. I think that's not a bad design in that context. But if you're talking about a context of a role-playing game, especially where you're not playing competitively with other people, I don't think that's a good decision at all.

I think that because we've played Mario Kart and we know what that feels like, even if can appreciate the design value in the context of that competitive game, we don't feel good about it. We can imagine that if we applied that to other cases, we'd be really pissed. If there's gear at stake, I've actually leveled up and I'm powerful, and I've invested this to get that power, and the game robs me of it because it's trying to auto-balance me. It's like, "Screw you, game. Let me have my power. I earned it."

And we do that a lot as designers. When I say "we", I mean there are a lot of designers that do that. I think game designers need to get over themselves. A lot of game designers want to show gamers that they're in control of their world. There is a sad percentage of game design that is like, "This is my world and my rules. You're going to play the game the way I intended to play it." You know what? As gamers, we just want to have fun. Sometimes, we know the fun things in spite of the game designer, but the space designer is not letting us have it. Get mad at him.

BS: Though sometimes it can be too much of a sandbox. For me personally, once you let me loose in Grand Theft Auto, I actually stop playing. I'm just like, "Screw it," and then I get bored.

RP: One of the problems is if you don't have something driving you and compelling you towards a path, and you need that, then you're going to feel lost and without a motivation. So, I think that's where that falls apart. That's a different problem. That's the designer's fault, too, actually. That's the designer's fault thinking he made a world so compelling he doesn't need to help you understand what to do next and to motivate you to do it. And then he's failed there.

 
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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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