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GAMES

FEATURE

18

jbhifi.co.nz

MAY

2016

GAMES

What do you get when Gearbox decides to introduce a new first-person-shooter IP with 25

badass heroes in a 5v5 fight to the death? If you were expecting a cheesy punchline, you can

be assured

Battleborn

is no joke. RandyVarnell, creative director on the new title, offered some

insight into what to expect from the studio's latest release.

Where did the idea for the new IP originate?

After

Borderlands 2

, there were two big

things we wanted to do next. First, make more

characters, because we LOVE doing that! Second,

find a way to bring the Gearbox “stuff” from

Borderlands into a competitive multiplayer space.

We also really wanted swords (really, melee in

general). Multiplayer and melee aren’t quite a

part of the Borderlands DNA, and some of our

character ideas stretched beyond what we were

currently doing in Borderlands. So,

Battleborn

was... born? We decided to embark on a new IP

and create a game around those thoughts.

Why was 25 heroes the soft spot?

We love, love, love making characters. The

core promise of

Battleborn

for us has always

been crafting unique and cool characters who

can blend together in a number of interesting

teams. When developing the characters,

we made an early choice to also invent five

factions, to both help group up aesthetic and

tone choices for players as well as to give our

lore some teeth with philosophy and conflict.

With game modes based on 5v5 multiplayer,

the math speaks for itself: five factions and

five player teams, with a “sweet spot” of 25

playable characters as a starting point.

How important was it to implement a story

mode in

Battleborn

?

Critical. We love team-games, but most of

them focus solely on multiplayer. So, you end

up with a game that has a roster of awesome

heroes, and the only thing you can do with

them is punch other players on the internet.

That excludes big groups of other players who

either don’t like that kind of play, or don’t like it

all the time. “I want to do more with my cool

heroes!” So from the very beginning, we were

dedicated to having a way to play

Battleborn

,

through a narrative experience which helps

establish this new cool setting we made, and

gives players a chance to test themselves in

different ways other than with PvP.

Do you need to be connected to the net to

play single player? Even local single player?

Yes. Second only to the character play,

Battleborn

is a game about growth and

accomplishment, whether you’re advancing

characters, collecting gear, or completing

achievements and challenges to earn titles. To

maintain the integrity of that accomplishment,

it’s important that we store and track that data

online. This is especially important because the

gear and credits you earn in a story episode

is carried over to online play. If we didn’t

authenticate that through an online account,

we open up the ability for players to edit their

local profile, giving themselves any item or

advantage they wanted, regardless of what

the game required for you to earn that. My

favourite example of this is the

Battleborn

title “Pentastrike!”. You have to kill five enemy

players within eight seconds to earn that title.

It’s

very

hard to do. If we made it easier for

players to circumvent the challenge of earning

that title, it loses its impact. That means it is

a toothless reward. Ultimately, that begins to

erode the integrity of the entire growth/reward

loop of the game, which I believe is one of the

most compelling things about

Battleborn

.

Who is your demographic?

This is an interesting and yet uncomfortable

question for me to answer! We asked this

question a lot in early

Battleborn

development,

as we started blending genres together. At

the end of the day, I always want to make

a game that as many players as possible

can enjoy. I also like making ‘new’ things,

and not just rehashing ten-year-old ideas.

Making something new always stretches the

“demographic” question. Ultimately, I think

Battleborn

is for core gamers, maybe a bit

mass market. It’s for people who like action

games. It’s for people who like strong, fun

characters.

Battleborn

is for shooter fans, but

also for people who like to smash things with

axes and swords. At its heart,

Battleborn

is a

character action game, with strong offerings

playing through challenging story episodes

or against other players in our competitive

modes. It’s a big game, with a lot of appeal to

multiple player types. I hate to throw out the

“something for everyone” phrase, but we did

work very hard to offer substantial content for

a wide group of players.

born

to be

wild