Accéder au contenu principal

Sélection

Bungie Says The Deeper Players Get Into Marathon, The More Fun They’re Having

Bungie Says The Deeper Players Get Into Marathon, The More Fun They’re Having https://ift.tt/X1Cw9so Ahead of its release on March 5, Marathon developer Bungie has addressed fan feedback for its extraction shooter following the Server Slam test . With launch day fast approaching, the studio says that it has addressed several issues like input lag and communication bugs, while it'll be keeping an eye on ammo economy, user interface updates, and more. The developer also mentioned that the more time players spent in the game, the more fun they reported having as they dug deeper into Marathon's gameplay. "Many Runners have maxed out their Faction Rep, adopted a Rook or two, and braved the haunted hallways of Hauler," Bungie said. "We've also heard from people saying the deeper they get into progression, the more fun they are having. Tau Ceti can be unforgiving, and we can't wait to see you next week." Bungie says that the request for additional queue...

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