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GTA 6 Leakers Say They Acted For Gamers’ Rights, While Pushing A Memecoin

GTA 6 Leakers Say They Acted For Gamers’ Rights, While Pushing A Memecoin https://ift.tt/yug6qmM The consumer rights group Stop Killing Games has addressed this week's Grand Theft Auto 6 leaks , urging people not to support the hackers claiming responsibility for leaking footage of the game ahead of its November release. The group released several minutes of what appears to be  GTA 6 gameplay, and while developer Rockstar Games hasn't officially commented yet on the footage that has spread online, its owner, Take-Two Interactive, wasted no time in issuing DMCA takedown notices. This suggests that the gameplay may be authentic, and the videos themselves have had advertisements for memecoins and donation requests plastered all over them. The hackers, on the other hand, reportedly claimed in a manifesto--that is no longer available online--that the leak is in response to GTA 6's physical edition for consoles being a code-in-a-box release , and they have warned that they...

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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