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The Fighting Game Community Bands Together In Solidarity To Help Free Player From ICE

The Fighting Game Community Bands Together In Solidarity To Help Free Player From ICE https://ift.tt/8N6Az7P As fervent as its in-game rivalries can get, the fighting game community is a diverse space that frequently bands together to support members in their time of need. So upon hearing the news that a longtime member, Ludovic Mbock , had been taken in by ICE, players from across the globe quickly banded together in a fierce show of condemnation for the government agency and support for their comrade-in-fisticuffs. Based out of Maryland, Ludovic has been known in the fighting game community since the era of competitive Street Fighter IV. While his primary focus is on on Street Fighter VI, he also plays competitively in Tekken, The King of Fighters, and Melty Blood: Type Lumina . Ludovic was sponsored by The Hiero Group , an esports community organization based out of the Washington D.C./Maryland/Virginia (DMV) area. "Lud has been in the FGC for as long as I can remember, datin...

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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