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pwnophobia
12-28-2009, 05:16 AM
http://evavhost.com/i/news/borderlands.jpg

Gearboxity (http://www.gearboxity.com/content/view/547/33/) (via N4G (http://www.n4g.com/News-449657.aspx)) sat down with four developers for Gearbox's latest title, Borderlands, and discuss the next DLC installment: Mad Moxxi's Underdome Riot.


ennui: How did the idea for this DLC come about?

--

Matthew Armstrong: So, we'd said from the beginning that we wanted to listen to what our players wanted when it came to DLC. We parsed a lot of feedback from people playing the game, from our community and focus testers, and paid attention to what came out on top. That helped drive the process of deciding what to implement.

Jonathan Hemingway: We wanted to figure out what we could feasibly add that players wanted. We sat down, looked over suggestions, and talked about what we could do that satisfied our desires to expand Borderlands and answer some of the players' desires. We added storage - there was a big demand for that, so it was important.

Matthew Armstrong: We were also inspired by a prototype fast-combat map that Rob Heironimus made. In this prototype, one of the options is "fast combat" - it's a very fast, quick, 5-minute experience. You fight through, you get some equipment, and it's like a little mini-mission to go kill a boss guy. The enjoyment of that quick loop was another inspiration for the Coliseum tournaments; it let us know this was something we could have success with.

Tim Wilson: Getting to the final realization of what this DLC is was definitely a collaborative process. As with any development process, it required iterating and evolving to distill it down to its essence and focus on what was fun.

Jonathan Hemingway: This kind of wave-based gameplay was one of the most common requests, and once we decided that we could be successful with it, we really wanted to take it and give it a Borderlands flavor. Moxxi and the rules she lays down are examples of us approaching that goal.

Drew Mobley: We tried to hone in on what was the most fun about Borderlands and take it from there. The combat is so fun, and this kind of game mode really lets the focus be about the combat.

Syl
12-28-2009, 05:39 AM
I love the idea behind the "wave modifiers". That sounds like so much fun.

yutt
12-28-2009, 06:01 AM
Sounds a bit like they are discovering how to make content like WoW's dungeon and raid team. It's a good way to continue making content in this sort of game.

I'm definitely no fan of the nickel-and-dime DLC model. Especially for core functionality in a game like a bank. It seems very convenient to leave out such a fundamental feature and then charge for it. Reminds me of the Korean MMO model where you pay for gear and character advancements. Instead with this you are paying for the most basic game features.

When you look at what CD Projekt did with the Witcher, and Valve has done with TF2; it baffles me that the paid DLC model is more profitable than the buying-goodwill model. If this game had dedicated support after release, or Gearbox had a reputation of good long-term support, I would have purchased it day one. Instead I'll purchase it when the GotY edition is $10-20.

The arena event sounds fun. The penalty box is a great idea. The Maxims sound like they took the list of Unreal Tournament mutators and switch them on and off randomly.

lockwoodx
12-28-2009, 08:32 AM
Sounds a bit like they are discovering how to make content like WoW's dungeon and raid team. It's a good way to continue making content in this sort of game.

Really? To me it sounded more like Torchlight's phase beasts and dungeon map scrolls but to each their own. I'm still waiting for a version of borderlands to come out with the DLC included for free, which should give them plenty of time to clean up their multiplayer.

yutt
12-28-2009, 09:28 AM
I meant the design and development process itself, not the specific implementation. They appear to have a semi-autonomous team working on designing and implementing additional content within the existing framework of the game. If they maintain that system and team, it will really benefit future content.

As one of the devs noted in the interview, it takes time to figure out what exactly the game is. What makes it unique, fun, etc. The only way for developers to pinpoint and improve that is through experimentation and iteration. WoW has the largest and best funded (along with one of the most talented) design teams in gaming's history, and they are still refining the core game, years after release.

Pluvious
12-28-2009, 11:25 AM
I have no problem paying the developers $10 for they're time and work with new content, if they actually bring something new to the table. Like this new DLC for Borderlands.

sgtslappy
12-28-2009, 12:23 PM
Staying up late to pick this one up tonight. At like 3am. Or something.

Gedd
12-28-2009, 01:53 PM
On PC, modders could do for free what they're doing for cash. Re-using all the same content and mixing it up a little is not worth $10. As it is, you can already mod your personal inventory screen to hold 100 or more items anyway. Fuck paying them for bank storage.

Syl
12-28-2009, 03:26 PM
The Zombie Island or Dr.Ned was almost entirely new assets, new enemies, loads upon loads of new dialogue, new death animations etc. I think that this one is going to have a considerable amount of "new" as well.

saulob
12-28-2009, 03:27 PM
On PC, modders could do for free what they're doing for cash. Re-using all the same content and mixing it up a little is not worth $10. As it is, you can already mod your personal inventory screen to hold 100 or more items anyway. Fuck paying them for bank storage.

Isn't that great? :rolleyes:

Anenome
12-28-2009, 08:30 PM
On PC, modders could do for free what they're doing for cash. Re-using all the same content and mixing it up a little is not worth $10. As it is, you can already mod your personal inventory screen to hold 100 or more items anyway. Fuck paying them for bank storage.
Does that work with the Steam version? >_>

Gedd
12-29-2009, 05:00 AM
Does that work with the Steam version? >_>

Yup, use WillowTree to mod your backpack space to 100 or whatever. It just alters the save file; not the game itself.

Load the program, point it to the savegame you want to mod, make changes, save and exit. (may want to make a copy of your save first for backup)

Lots of stuff you can tinker with beyond pack space.

Suicidal ShiZuru
12-29-2009, 05:02 AM
Definitley good news, adding new content instead of simply more is always a good thing.

Ive been waiting to get Borderlands but Im going when the store opens... Who wants to play with me?

FreezaSama
12-29-2009, 04:36 PM
The Zombie Island or Dr.Ned was almost entirely new assets, new enemies, loads upon loads of new dialogue, new death animations etc. I think that this one is going to have a considerable amount of "new" as well.

Less than you think. It's essentially just a little hub area with portals to the three arenas. It's not bad, I mean, we all knew what we'd be getting. I just would have liked a bit more for my 800 microsoft points.

I wonder what the next DLC pack will be.

Anenome
12-30-2009, 09:53 PM
Yup, use WillowTree to mod your backpack space to 100 or whatever. It just alters the save file; not the game itself.

Load the program, point it to the savegame you want to mod, make changes, save and exit. (may want to make a copy of your save first for backup)

Lots of stuff you can tinker with beyond pack space.
Thank you, sir.