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Today's Games Can Feel "Soulless," But Can Punch The Monkey Change That?

Today's Games Can Feel "Soulless," But Can Punch The Monkey Change That? https://ift.tt/sGXyK5I Punch the monkey, an adorable macaque born last July in Japan, captured the world's attention recently. He was abandoned by his mother and rejected by his community, only to find solace and comfort in a $20 orangutan plush toy from IKEA. His story tugged on the heartstrings of people worldwide who felt bad for the little guy and wanted him to find companionship. He eventually did, and Punch's prospects are seemingly better now. But Punch still lives in a zoo--the Ichikawa City Zoo--and that's not sitting well with everyone. A new video game, Zoo Fighter , has players taking on the role of Punch and ... punching bullies away with his fist or a swift kick. Knock out 100 and Punch gets to go to a sanctuary, instead of a zoo. And that's the point of the video game. "This game is a love letter to all animals doing a bid at the zoo. Animal sanctuaries are often...

How Borderlands Ensures Character-Driven Storytelling Remains A Focus 14 Years Later

How Borderlands Ensures Character-Driven Storytelling Remains A Focus 14 Years Later https://ift.tt/GvgXNM4

The Borderlands franchise holds a peculiar place within the history of the gaming industry, kickstarting a genre that has gone on to become a different kind of beast. After all, though the concept of combining both RPG and first-person shooter mechanics was first seen in 2007's Hellgate: London, the loot-shooter genre owes its popularity to 2009's Borderlands. And yet, today, many of the most popular loot-shooters are also live-service games (like Destiny 2 and Warframe). Borderlands is not, having never adopted that format. It instead has multiple sequels--some of which diverge from the original game and don't feature any looting or shooting.

Like these other live-service game franchises, however, character-driven storytelling has been one of the main unifying pillars of Borderlands, which has been supported by a writer's room. "Gearbox is casually unique in the sense that we maintain a writer's room," Gearbox Entertainment associate director of narrative properties April Johnson told me. "So we don't just plunk you to work on a project and say, 'Okay, enjoy the two of you doing this--we have multiple things that we are working on, so we won't Voltron up as a full unit until later.'"

Having a constant writer's room is a strategy you usually see in story-driven live-service games where maintaining a narrative vision over multiple years--over a decade in the case of some games like Destiny--is important. It's not often seen in AAA franchises that feature several sequels and recruit a new set of writers from project to project. Gearbox Entertainment is not wholly unique in this strategy within the gaming industry, but it is a rare exception and the team points to this as one of the reasons for how the studio has managed to curate a specific narrative voice across all its projects.

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