When development on Borderlands began, there was a “religious war” among the team as to whether the game would be an RPG or an FPS at heartAgain, my source for this is the Gearbox talk at GDC 2010.. Sure, this was supposed to be a fusion of the two gameplay styles, but you can imagine all the different possible games that could arise out of that simple idea. It’s not like this is the only game you could make with the elevator pitch of “FPS+RPG”.
In fact, that idea had already been done, eleven years before work began on Borderlands. System Shock came out in 1994, and it was basically a mashup of Ultima Underworld and Doom. But that was just one game out of dozens you could conceive of, and the Gearbox team needed to figure out how their particular take on this genre blend was going to work.

For example, you could imagine this shooter gameplay in something more Fallout-ish, where you’ve got dialog trees and stats for influencing people. You can imagine something more like KOTOR where you’ve got a morality meter and lots of binary player choice. You can imagine something more like Elder Scrolls, where the player wanders an open world, looking for dungeons and questsIt’s a good thing they never made this, since I probably would have played it until I died.. You can imagine something like Dragon Age, where the player character plays a particular role and gets caught up in a bunch of political intrigue. Or maybe something like Deus Ex or Dishonored where you could employ stealth and diplomacy to vary between lethal and nonlethal playstyles.
But in the end the “RPG” we got was more the Diablo style of RPG where the character-building stuff all feeds directly into combat. There’s no dialog wheel, no factions, and no moral choices. Every NPC gives you the exact same dialog regardless of character class and behavior.
Continue reading 〉〉 “Borderlands Part 3: Cast of Character Classes”
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