Engine Room: We talk with Randy Pitchford about Borderlands' blend of pop art, RPGs and frantic first person action.
On first looking into Borderlands, it's hard to ignore similarities to games like Fallout 3. The blend of first-person shooter and role playing game angles, for starters, plus what at initial glance looks like a post-apocalyptic setting. But once you start digging a little beyond the stylish graphical veneer you quickly realise this is no clone.
"I think it's safe to say that if you liked the theme and setting in Fallout 3, you'll really appreciate Borderlands," says Randy Pitchford, President of Gearbox Software, maker of Borderlands and also known for the Brothers in Arms series. "I think it's also safe to say that if you played Fallout 3 and wished that the game featured co-operative play so you could join up with friends or if you wished that there were vehicles you could drive around in or if you prefer a little more action and a little less digging through dialogue trees with NPCs, you'll LOVE Borderlands."
So what is the Borderlands story? According to Pitchford, you're role is a mix of Mad Max and Indiana Jones. You play a treasure hunter on a doomed planet, Pandora, looking for a legendary alien Vault believed to contain artefacts of limitless power and value.
"The Vault is sort of your Lost Ark and you're in a race to discover it. Fellow Vault hunters can join you co-operatively on your quest," says Pitchford. "Along the way you'll befriend settlers, protect them from wicked bandit leaders and other unsavoury forces and beasts that make life on Pandora extremely difficult."
Pitchford then elaborates on what 'a little more action' means in how Gearbox has build its take on the FPS-RPG concept.
"Fundamentally, the design goal of Borderlands is to start with the foundation of an extremely tight shooter. Great controls, great gun play, great feedback. The same solid FPS fundamentals that are behind the most successful FPS games," says Pitchford. "On top, we wanted to layer in some of the compulsion and motivation we get when we level up, gain skills and hunt for better and better loot when we play games like Diablo."
However, that addictive progression process can often lack inherent entertainment value in many RPGs, so we quickly learn to resent the grind. Pitchford sees the added focus on a polished FPS as a possible solution to make for a fun process of character development.
"Applying that drive to a fundamentally fun and engaging skill test, like the combat loop in a solid first person shooter, was the plan. It took us some time early on to get it, but we got it and it's tight. Borderlands is fun combat in and of itself. And the loot and growth and character development is also extremely compelling in and of itself. Together, it's just a huge amount of fun and a great value."
There seems to be an industry trend toward blending first person shooters and role playing concepts, and Pitchford agrees the two genres are in the process of merging right now. But he sees there is a key difference in how Gearbox has approached this merger that gives Borderlands something special.
"Most of the folks are coming from the RPG angle. Games like Fallout and Mass Effect," says Pitchford. "Borderlands is very clearly merging the genres from the shooter angle. It's just the deepest, richest shooter on the platform. I'm talking about character choice and growth and skills and loot and stuff."
"I'm not talking about story or cut scenes or dialogue trees or any of that. That's where RPGs slow the action down. Borderlands is fast paced and high energy. It's loose and fun, but big and wild. A place to get lost in and have fun in."
One of the refreshing parts of talking to Pitchford about his company's new game is hearing how comfortable he is talking about the inspiration they have drawn from other games, and how these different ideas come together in Borderlands. So many companies feel so compelled to focus on what makes them different they can often end up sounding the same. Through his easy attitude to discussing his gaming influences, it becomes easier to see how Gearbox has built upon positive inspiration to arrive at a unique and engaging new game.
"I think Borderlands is a great example of how to draw from influences," Pitchford explains. "I think it is exceptionally intelligent to say, 'Hey, if you're comfortable with the controls in Call of Duty 4, you're going to feel right at home with Borderlands.' Then when you show the original world and premise, it's easy for people to see that and know they're going to be comfortable and have a great game experience in that amazing new world."
Issue: 133 | February, 2012