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Microsoft Says Id Tech Is Safe, Former Staffers Say They’ve Fired Everyone Who Could Save It

Microsoft Says Id Tech Is Safe, Former Staffers Say They’ve Fired Everyone Who Could Save It https://ift.tt/xFsVPMw Id Software was hard hit by the Xbox "reset" this month that saw scores of developers laid off--with more retrenchments on the way--and there's a big fear that the Doom developer could be reduced to a smaller role within the gaming division. Fans of the studio are also concerned with the future of idTech , id Software's proprietary engine that has powered its games through multiple gaming generations, with it possibly being binned in favor of Unreal Engine 5. Officially, Microsoft's company line is that everything is just fine at id Software even after it lost 136 employees--around half the studio--while the developer also posted a statement online where it said that it has all the staff it needs to continue building games and working on id Tech. These statements have been cast into doubt by a new report, where one of the affected id Software...

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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