![]() Loot drops - in addition to boss farming - have been a huge part Borderlands’ continued success, the games’ internal random number generator driving players ever onward in search of the perfect gun or grenade mod. This happens largely in conjunction with other designs inherited first from PC role-playing games and then from MMORPGs. Torgue’s Campaign of Carnage: (PC, PlayStation 3, Xbox 360 )ĭeveloper: Gearbox Software, Triptych Gamesīorderlands is, by and large, about math, about procedurally generating things by filling in certain categories with certain values - fire rates, monetary value, drop percentages. Torgue’s Campaign of Carnage are addressing the fundamental question of what kind of franchise Borderlands wants to be.īorderlands 2: Mr. ![]() It’s also, I guess, a way to sell horse armor, alternate outfits, and snake oil to unsuspecting consumers.īut the long view of the two Borderlands 2 DLC campaigns to date will show that Captain Scarlett and her Pirate Booty and the more recent Mr. It’s a way to explore new areas of a game’s story or universe, or to fill in the gaps of some expository history. Or sometimes, DLC is a way to meet fan demands, to raise a level cap or introduce a weapons storage system into a loot-driven RPG. Sometimes those ideas pop up later in, say, sequels: it’s impossible to get from Dragon Age: Origins to Dragon Age II, for example, without incorporating some of the mechanics first introduced in Dragon Age: Awakenings. The best downloadable content, in my experience, serves as a low-risk workshop to spitball and prototype new ideas.
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