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GTA 6 Boss Says High Review Scores Reflect Rockstar’s “Commitment To Quality”

GTA 6 Boss Says High Review Scores Reflect Rockstar’s “Commitment To Quality” https://ift.tt/srKhwo6 Grand Theft Auto 6 is still on-track to release in just under six months. And while it’s too soon to claim the title will receive the same critical acclaim that Grand Theft Auto 5 received in 2013, Strauss Zelnick--the CEO of Rockstar Games’ parent company, Take-Two Interactive--is confident the sequel will receive high reviews. He also believes the glowing response to Rockstar’s previous games reflects well on the company itself.  “Rockstar’s scores are typically in the mid-90s, sometimes high 90s,” Zelnick said during an interview with The Game Business . “Not many games can say that. And that’s a reflection on Rockstar’s commitment to quality.” Zelnick also acknowledged that great reviews still matter for games like GTA 6, but his fellow guest, Future content director Dan Dawkins, suggested that the gaming media landscape has greatly changed in the 13 years since GTA 5 w...

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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