Thursday, January 8, 2015

Thinking about Borderlands 2 ...

I have been playing the heck of out Borderlands 2 (with the gore turned off and language filter on). I love it! I probably love it too much.
However, if they make a Borderlands 3 (After the prequel), I have some serious suggestions:
1. Include the skins with the game and make them a free DLC. Instead of charging for skins, charge for different models - you know - things that take REAL effort to create! Different clothing models and different vehicle chassis designs, not just a different paint job.
2. Instead of discovering WHOLE guns that range from very common to legendary, place common to legendary PARTS of weapons so we can design our own weaponry. You could even task the Mechromancer (hint hint) to put them together with greater success than others. Maybe each class are better at making different types of weapons with greater success than other classes. The Psycho could have a better chance of making a cool grenade with greater radius and/or damage. Th Commando could be better suited in designing or modifying Assault Rifles - and maybe even have it so a gimped secondary weapon could be attached underneath the rifle barrel to fire in unison.
3. Make the world SEAMLESS like Azeroth. Only in specific instances have a portal to that region. It really takes me out of the game when I have to wait 8 seconds for the next "area" to load. Learn from Blizzard...
Anyways, that's all I have!

The ultimate First Person Shooter...

I ask myself ... what would the ultimate first person shooter be?
I distilled the qualities of a FPS down to seven things to consider:

1. Movement is variable and interesting. Put jetpacks, portal guns, double jumps, zero-G, teleportation, burst movement, ect. into your games!
2. Weapons, tools, vehicles and defences are balanced. I cite Tribes 2 as an excellent example of this. If you have one type of weapon (like a grenade launcher) don't make a dozen iterations of it but instead one grenade launcher that can preset to behave in a different way or have a cooldown on certain abilities. Give the players the power - but in ways that does not make every player a superman.
2. Weapons and tools that can be combined or together to produce different results and therefore generate interesting gameplay. Allow players to enjoy the feeling of combining weapons and/or tools together to create an interesting tactic no one thought of and executing it with success. The first "rocket jumping" is a prime example. 
3. Environments that vary and require forethought to navigate. No one likes playing over and over in a hallway ... nuff said!
4. In single player mode, AI that is not only good at predictive shooting but use tactics with an element of self preservation.
5. In multiplayer mode, make the players earn their victories. Victories without skill or effort produce a game that will be soon forgotten.
6. Introduce elements that make a gamer say "wow" longer than the first 5 minutes. Beautiful graphics are nice to have in a game but if it at the expense of a game with interesting and rewarding gameplay, then it is just a marketing tool to sell a substandard game.
7. Give the player(s) more freedom to create their own modifications, skins, models and maps. In these modded servers, make sure people know they are modded and not the original game. Giving the player(s) more freedom makes your game more awesome and fun. I cite Minecraft, Gary's mod and Unreal as prime examples of this.