Accéder au contenu principal

Sélection

Dev Offering Refunds, Planning Lawsuit Over Kickstarter Physical Edition Fiasco

Dev Offering Refunds, Planning Lawsuit Over Kickstarter Physical Edition Fiasco https://ift.tt/6Mo78m4 Kickstarter disappointments and disasters are not uncommon in the realm of videogames--and sometimes, even when a campaign is successful and a game is released, there will still be issues with fulfilling backer promises like physical goodies and stretch goals. One such campaign experiencing these woes is Chained Echoes, a 16-bit style RPG that has received excellent reviews and a generally positive player reception. By all metrics, this game would easily go down as a Kickstarter success story--if it wasn't for backers who purchased a physical copy of the game not getting what they bought after years of delay. Creator Matthias Linda partnered with German limited-edition publisher First Press Games to create physical copies of Chained Echoes for for PC, PlayStation 4, and Nintendo Switch. While certain tiers of the Kickstarter were promised physical goodies like an artbook relate...

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.

Continue Reading at GameSpot

Commentaires