Gearbox Software is presenting its upcoming multiplayer shooter Battleborn at PAX Prime, but they're taking time out of their busy schedules to talk to the Shacknews Chatty directly. Today at 9 AM PT / 12 noon ET, creative director Randy Varnell will be joined by several other lead designers to answer your questions. Just hop into the Shacknews Chatty and ask whatever's on your mind about Battleborn, Gearbox Software, game development, or favorite gentlemen robots. (It's Marquis, of course. The answer is always Marquis.)
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Steve Watts posted a new article, Shack Asks: Talk Battleborn with Gearbox Devs today at 9 AM PT / 12 noon ET
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Marquis is amazing! Strangely, he was one of our first batch characters, where a few of our awesome GBX concept artists drew like ...crap...over a hundred concepts for characters, just to imagine what we COULD do. The early Battleborn team looked them through, and there were some clear winners for a few of our first characters. Marquis, Phoebe, and Miko were all in that set. I think Thorn was just behind them, but we actually made her first, fully modeled.
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Did a lot of work with the character designers for BL2, especially working through the talent trees to be sure they were cool. A lot of that work drove us to want to expand our character promise - to do some character things we couldn't do in BL2. Also, I Looooved playing with the talent builds, and as a dev we could instant re-spec and pop off different combinations all the time. That experience was awesome, and to a great degree contributed to the fast in-match level loop we have with Battleborn. At the core, that's how the RPG in Battleborn works
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In a word: simplified.
In-match growth and choice (that kind of "rapid talent tree") was one of the first pillars of the game we wanted to make.
We learned, though, through a LOT of playtesting and iteration that when you're experiencing the game as a match-based FPS, your brain just doesn't have as many cycles for RPG decision making. So, we simplified.
We moved to something very similar to what you see now about a year and a half ago, and in that time we've even dropped the number of in-match levels a few times, originally at 20 down to the 10 we have now. They're better choices now (less simple numerical enhancements, and far more non-comparable tangible choices).
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Why would you not include an amalgamation of Orco, Snarf, and Scooby Doo. These characters are iconic and still recognizable to this day do you plan in the future to include such amazing DLC characters or have you kept this character behind scenes until the big reveal? I know it exists because it's the next obvious character choice.
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:)
Yean, it's all demons and marines man.
The story is pretty ambitious. We're trying to tell how this group of badass heroes who spent years fighting each other came together with only one star left to try and save it from a joint venture of two seemingly unlimited foes. But really, we each ofthe 25 characters have their own background and stories to hear. Some, you'll learn a lot about. Some, you'll be able to dig around and uncover what they're about. I think it's going to feel different than what you've seen before.
Game length - 30 is our typical magic number. Especially in competitive, we find for a FPS if we go beyond that we start to wear down. Of the three Versus modes we have, though, they vary in range from about 10 minutes to a good 25-30 minute average. For Story Missions, they typically run 30-45 minutes, but that time depends a lot on your skill with the game.
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So for characters typically everything begins with a "pitch" or a high level theme from someone in the studio. The ideas come from everyone across all departments, which is really cool -there is constant iteration and inspiration back and forth between different departments. For example Benedict (bird guy) started out as a rough prototype of Axton with a chicken head- which then evolved over time to be what he is today.
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Hey! Part of being a concept artist is being able to bend your natural style to support the look of the game. Luckily for me my sort of "default style" is actually pretty close for the Pixar+Anime look Kester was pushing. In general though, I would say draw a lot from life, and pull influences from many different sources. I also try to pull a lot of inspiration from real people that I know.
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It is a bit of a challenge, but I think one thing that helps keeps things consistent is having the different factions. We know that the Peacekeeper dudes all have GI-Joe inspired armor, LLC has a steam punk influence, and so on. We did a lot of work early on to help hone in on the style, level of detail, way we exaggerate anatomy, and the general aesthetic.
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Well, I just asked GBX_AmandaChristensen and GBX_ScottKester about the Draper question, and they said I'm not enough of a chauvenistic womanizer to qualify for the industries Don Draper. Though, I am quite handsome to a certain niche audience. (At least one, I promise.)
Evolution of the project? In the big ways - surprisingly, not a lot. Our original goal was to make a character-centric FPS game with fast-moving RPG elements and a revived focus (from GBX) on competitive to complement our great BL co-op play. That's pretty much right where we landed.
In small ways - a few fun anecdotes. Some of our first competitive matches lasted well over an hour. We've streamlined that considerably, with matches typically not going beyond 20 minutes, and often designed to soft cap around 30 as an outlier.
Characters, and their skills, have changed quite a bit for numerous reasons (both technical and creative). Example - when we demo'd last fall (2014) Oscar Mike's LB and RB skills were both grenades (one frag, and one anti-shield). We got overwhelming feedback that was TOO MANY GRENADES. So, we dropped the shield grenade and gave him a stealth suit, which he desperately needs when Rath gets on his tail.
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I feel the same way as Kester -- we love these characters, and I see every one of them as being worthy of a game unto themselves.
Because of the sheer amount of investment we put into each of the 25 playable characters in the game, it's definitely a challenge, but we have a lot of tools at our disposal for storytelling: roughly 600-700 lines of battle chatter VO for each character; character-specific dialogue callouts in PvP and PvE (for instance, Montana and Oscar Mike are squaddies / super best pals, so they have unique dialogue when addressing one another); a metric assload of lore generated by Randy Varnell and myself, and so on.
Our hope is that our passion for these characters will translate by way of the sheer amount of /stuff/ we're layering into them. But yeah, it's a lot of work.
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They have tons of influence. It's a back-and-forth kind of thing.
For instance, Mellka, who we just announced, was one of the characters that I initially concepted for Story Mode. Then Amanda did the initial concept, and we kicked around some ideas about character backstory -- she would revise, I would revise, that kind of thing. Also, several of the characters in the game were presented to me with some attached narrative concepts and ideas pre-attached, which I would riff on, then they would riff on, et cetera.
Kester and Amanda are both top-tier badasses, and they've brought as much to the narrative of Battleborn as I have.
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A few things:
* FPS's have a lot less brain time for decisions and choices during a match. We started out with much bigger talent trees, and have simplified them several times. The Helix was one of our best innovations in keeping the choice relevant but accessible.
* Character names are always the hardest thing. Seriously.
* We knew we wanted to mix widely different archetypes of characters - so, not just gun characters, but sword characters , magic characters, etc. That ranged vs melee design took a while to get right, but I think its working quite well now.
Destiny is a great game! I played it for a while, and loved seeing how they responded to challenges post-launch. BL2 still serves as a bigger inspiration for us, though.
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For a lot of reasons, Battleborn locked in as a AAA full-price retail release game very early on. I definitely believe that what you'll get in that retail box will be "chunky" and well worth that price.
Personally - there's some F2P I love and some F2P I hate. I despise paywalls. I hate when I want to play a game, and suddenly find myself waiting behind timers. It's incredibly disrespectful of my time and fandom, I think. I also really dislike pay-to-win in almost every circumstance.
On the positive side - I love what F2P or F2P elements do for games like LOL. Part of that strategy let them rapdily increase their fan base, and I think their rotation model of characters kept it fresh. HOTS and other games have continued that trend. There's something there. Something for the future, perhaps.
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I am, certainly. I played LOL heavily about 3-4 years ago, right at the time Riot was really digging into the problem and trying to find ways to address it.
I think that having single-player Story Missions is a big outlet here. You have a execellent way to play the game and experience the characters without having to get curb-stomped by squeakers. (I'm the father of a an ex-squeaker...I'm sorry!)
We have some of the typical bits .... you can mute chat and voice chat for teammates, and you can't chat with the enemy team during the match (at very least by default). There's a lot more to it than that, of course, and we're planning on supporting the community and the game post-launch to help caretake the community.
I'm as active as time allows on our Gearbox Battleborn forums right now, and I'm working pretty hard to be sure that core community is solid, inviting, and positive. SHOUT OUT GBX FORUM FOLKS!
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We announced the signup page for our closed technical test yesterday! http://rsvp.battleborn.com
SIGN UP TODAY CATCH BATTLEBORN FEVER ETC
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Assloads. Every character recognizes a lot of other characters for spot/kill lines; we have conversations that invoke player characters in Story Mode, that kind of thing. Our master excel grid of VO is huge, and occasionally crashes Excel because it is /so jam-packed with obscene levels of oscar-worthy writing/.
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