The loot system for Borderlands is both a selling point and a major problem with the franchise. I dislike Diablo-style loot in general, but Borderlands seems especially damaged by the way you break up your rampage with a stop to compare stats on equipment. Playing the Mechromancer, she comments on how much she loves reading numbers (granted, she’s an engineer and that might not be sarcasm). Games need some downtime, some lows and highs, but this is a poor method for inserting lots of pauses. Again as the Mechromancer, the pauses are especially annoying because a lot of her power comes from a time-limited robot who gets stronger as it racks up kills, so if you pause to read stats, you are wasting time on your robot and losing its extra power if you were on a roll.
The Mechromancer herself gets on a roll. I played through the whole base campaign without using Anarchy because I’m an accuracy-loving kind of gamer. Pet plus sniper rifle made me happy. Returning to New Game+, I have been going with Anarchy, which gives you a lot more of “shoot in this general direction.” But the massive damage is really nice, especially once you get to full stacks. Life is different at +700% damage.
Losing that momentum is basically a “I might as well stop playing” moment. If you die and lose 150 stacks of Anarchy, you now get to go back after whatever killed you while doing 1/8th the damage you were doing before. Good luck with that! Or maybe you didn’t reload, just accidentally hit R. Oops, you threw away a lot of work because you pressed a key that is right there, often with the screen chanting at you to press it. Death is usually a break in the action. Reloading is often something you do during a break in the action. Having either potentially end your play session is undesirable.
I decided to play a bit of Borderlands 2 and see the quests I never did back in the day. I also stumbled into the Minecraft Easter egg, which was kind of neat.
I was playing as the Mechromancer. Her bullets bounce off surfaces to hit targets, and she has a pet that flies around to kill things. If you ever want to get in the worst possible FPS habits, play a character who negligently runs around and fires shotgun blasts in the general direction of enemies. And it works. It seems like that should not receive positive reinforcement.
Socializing costs and privatizing benefits is a lousy combination.
Many games allow you to increase your difficulty and your reward. This could be explicit in the form of a difficulty dial tied to rewards, but it is more often an opportunity cost. For example, you might equip an item that improves your loot, but doing so forgoes equipping an item that improves your damage. The fight is marginally harder and your rewards are marginally better. Kingdom of Loathing is an example of a game that does both: there are ways to increase monster level, and you can also equip items that have +monster level instead of (or in addition to) stat bonuses.
Kingdom of Loathing is also a single-player game. City of Heroes similarly gives you tools to adjust mission difficulty, and it gives the same difficulty increase and reward increase to everyone.
Multiplayer games that allow individuals to equip +loot items allow those individuals to increase their rewards at a cost of increased difficulty to everyone on the team. Alice is a tank using best-in-slot gear for damage resistance while Bob is a healer using best-in-slot gear for improved loot drops; Alice is working harder and incurring more repair costs for Bob’s benefits. Alice’s only way to avoid players like Bob is to stick with known companions or be That Guy and demand to see your equipment before letting you into the group. If everyone or no one is wearing +loot gear, the situation is fair and both risks and rewards are shared. Allowing individuals to unilaterally increase group difficulty for personal benefit is a solid example of anti-social design. Continue reading Loot Bonuses: Bad Multiplayer Mechanic
I find myself preferring new game plus models where you carry over a bonus to a new character rather than taking the same character through a new, higher-level version of the game.
Continue reading Resetting Characters and Worlds
The Borderlands 2 end boss fight is long rather than difficult once you find the perfectly safe spot on the map. Your only risk is leaving it to grab more ammo. To help you rally in case of catastrophic misadventure, the boss fight includes an endless swarm of rakk. If you get knocked down, shoot one, and you’re back. Your main threat there is falling down so often that you do not have enough “fight for your life” time to shoot a rakk.
Playing as the Mechromancer, her pet robot contributes to the fight oddly. With the talent tree I was using, the robot could one-shot rakk to add 5 seconds to its battery life. It did so every 3-4 seconds. Instead of fighting the boss, it sat there farming, and it did so endlessly unless the boss accidentally AEed it out of existence. Free xp and money, scattered loot and ammo, auto-rez: everything you want except a meaningful contribution to the fight. That’s okay, I had it under control.
That endless rakk swarm does not stop spawning with the boss’s death. The rakk only occasionally hit the robot, so it just kept farming them as they flew by. I watched for a while, amused. I wandered around and picked up loot. I explored the area. Once it got around 200 kills, I activated the game’s ending. The robot was still farming rakk in the background of the cut scene. I watched the credits. When they ended, the robot was still farming rakk, and it had been doing so the entire time the credits were rolling. I leveled. I watched for a while, amused. I threw away less valuable loot and picked up better drops. I went to the bathroom, considered making a sandwich. The robot had 500 kills and was still at half health. I quit because I wanted my computer back, but I’m guessing you could get to the level cap just by leaving it running with a macro to hit F occasionally in case the robot dies.
Of course, at that point, just edit your save file.
An exciting mechanic I do not see in enough games is a state between fully capable and dead. Some games weaken the player as injuries accumulate, but most follow the trope codifier in letting you (and your enemies) operate at full power with 1 hit point and instantly die to the next falling leaf. For this post, I am less interested in gradual weakening than a transitional dying state. This is variously known as dying, downed, unconscious, “fight for your life,” bleeding out, second wind, etc.
Continue reading Rally!
Would Borderlands (2) be as much fun without the voice acting? I love both the lines and the delivery on Patricia Tannis, but I’m not sure how well the lines work without the delivery. There are some other performances I cannot cite without mild spoilers (feel free in the comments), so let me add that she was also great as the Firehawk, and I may need to go back and play Lilith in BL1 to hear what she does there. Marcus Mauldin also gives great delivery as the Slab King, and I may need to play Brick in BL1 to hear his performance there. Which is funny, because those two were the melee characters and so of less interest to me.
Colleen Clinkenbeard is the sorceress in the Orcs Must Die! games, also great work. Hey, the OMD warmage is also the voice of Axton? Hmm, I may need to try the BL2 Commando.
The Slab King is probably the single best character for exemplifying the setting of Borderlands 2. He is needlessly violent, friendly and silly, occasionally profane, psychopathic, and devoid of introspection. He has cheerful stories about people he has killed with his bare hands. He shouts rants against Jack. He fails to understand worldviews beyond his own amusements. His plans involve punching people in the face, blowing things up, or ideally both at once. He will call you during missions with advice on how to look like more of a badass. He seems to view existence as an action movie, and the world supports him; after you follow his advice, someone immediately recognizes how badass that move was. He happily reminisces, “I’ve killed a lotta people.” He is brutal, petty, helpful, and loves dogs. He is too bloodthirsty for what passes for polite society in a bandit-infested wasteland, someone who thinks nothing of the deaths of his closest allies, one of your loyal allies, and one of the last hopes for the world.
It’s that kind of world.
You could expect some spoilers in the comments, except that we do not get comments on the non-MMO posts. I seem to write these for my own amusement.
Borderlands 2 is silly but also darker than the first one. Most things are, upon a moment’s reflection, at least creepy and sometimes horrifying. There is lots of comedic sociopathy and black comedy that usually works best when it crosses the line twice. You may be distressed if you pause halfway or reach one of the moments when the game looks back.
For example, Tiny Tina wants to have a tea party. It involves luring a psycho into a trap and torturing him to death … while having a tea party with some dolls. The psychos are goofy insane, and we have a little girl who talks like the internet going over the top, so it’s funny. Did you notice the little name cards at the table, indicating that this psycho got her parents killed? How about that sidequest later on where you get recordings of their deaths when they were captured as test subjects for medical experiments? Or the other recordings from that quest?
On the creepy side, there are Moxxi posters in one (?) of the bandit bathrooms.
The tone is usually pretty light, and the game rarely dwells on these moments. Keep it moving, before the players dwell upon what happened there. Did you notice at the start of the game that all the Vault Hunters were on that train? All the survivors are in your group. Based on my Steam friends, it looks like most people are playing BL2 solo. You may have noticed the similar fate of all but one of the Claptrap units on the planet. Okay, next joke and/or explosion, go!
To-hit rolls are an RPG mechanic inherited from pen-and-paper systems. They represent an obvious intuition (attacks can miss) and use a binomial mechanic with a random chance. Many non-RPG computer games use a different mechanic: did the sword, shot, spell, or whatever hit the target?
One of the City of Heroes developers remarked that, had he to do it over again, he would not have included a to-hit roll or an accuracy stat. Every attack would hit unless some defense caused it to miss, and then you would have an indicator of why you missed. Continue reading To-Hit Rolls