I love the Borderlands series. Nothing else offers this unique blend of hyper violence, off-kilter humor, comic book art style, RPG leveling mechanics, shooter-based gameplay, cooperative multiplayer, and Skinner Box based reward systems. According to Steam, the Borderlands series has devoured about 1,200 hours of my life. That’s a lot of life, and I enjoyed most of those hours.
I’m going to spend a lot of time talking about the behind-the-scenes stuff that happened during the development of the first game. My source for all of this is a video from the GDC Vault entitled “Behind Borderlands’ 11th-hour style change”, which was a post-mortem style talk given in 2010 by the developers. I think it’s only available to people with GDC access, but you can read an overview of the talk here.
The FPS and RPG Had a Baby
Borderlands began as a fusion of two different gameplay genres: First-person shooters, and roleplaying games. Internally, the team called this “Diablo meets Halo”.
The concept makes a lot of sense, in a “Why didn’t anyone think of this sooner?” kind of way. The two game styles operate on very different time scales. An RPG is good over the long haul: You level up, complete quests, and get new gear. These events are rewarding, but they only happen a few times an hourAnd if they happened more often, they wouldn’t feel so special.. Meanwhile an FPS usually has great moment-to-moment gameplay that’s viscerally satisfying, but gets to be a little monotonous over the long haul. By layering these two systems together, you could (in theory) make a single offspring genre that’s more consistently engaging than either of its parents.
The problem was that while the design was “Diablo meets Halo”, the art style was aiming for something that didn’t work with either of those: Brown, desaturated, and “realistic”. Internally the team called the style “Retro Future”. It was interesting in terms of the outlines of the models (the runner vehicles and the buildings in Fyrestone were both devised with this “retro future” style in mind) but the surface textures were gritty, dark, and industrial. This was during the Brown Age of AAA videogames, and the only thing worse than mindlessly copying fads is mindlessly copying terrible fads. Regardless of how they played, a lot of shooters of the time were visually dull and often indistinguishable from one another.
Worse still, the gritty realism was completely at odds with the madcap tone of the gameplay. This is a game where you blast a psycho killer in the face with a shotgun that shoots lightning and guns and money pop out of the exploding corpse while your character repeats one of their semi-charming one-liners for the 1,000th time. The team realized their mistake about 75% of the way through the development. At that point it was far too late to revamp the entire art style.
But they did it anyway.
Continue reading 〉〉 “Borderlands Part 1: Welcome to Pandora, Kiddo”
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