Gearbox discusses Borderlands ending
Spoiler spoiler spoiler spoiler spoiler.
Gearbox Software's Paul Helquist has said the studio is aware some Borderlands players were disappointed with the game's ending.
The team did their best, though, the senior designer said. "We went through lots of different iterations on what the ending of the game was," he told MTV.
"We ultimately ended up with what you get to play. We didn't know how people were going to react to it. Obviously the reaction hasn't been as strong as we had hoped [laughs]. That's something we're going to be keeping in mind as we do new things, whether it's download content or other games in the future."
So what alternative endings did Gearbox consider? "They were all pretty much doom and gloom," said Helquist. "We had all kinds of things that we ultimately didn't like and changed. We had things like Marcus showing up at the end. All kinds of weird things with the Guardian Angel."
Next time round, Helquist added, the studio hopes to get more feedback prior to the game's release - "So we can ensure that we'll have an ending that you guys like." However, Gearbox hasn't started work on a Borderlands sequel yet.
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Comments (36) Latest comment 2 years ago
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However I enjoyed the game for what it was and can't wait for more of the same.
Sometimes its not about the destination but how you get there!!!
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I love the game but when I finished it the first thing I said was `oh come on, what a cop out`
You would think by now that developers would be able to construct a decent completion for a game instead of something that acts as a glorified `game over` screen from back in the day of old arcade/8 bit titles.
After spending hours putting all the pieces together, I wanted to see what was behind the door, not just hear that its closed again after a fat space slug dies in the keyhole.
Was very very dissapointed by how it finished.
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Its a poor ending in my opinion. It commits the cardinal sin of making the journey to it seem "meh" afterwards.
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A funny thing for Gearbox to do would have been to have it turn out that the vault was actually the ancients version of a tube system, going from one planet to the next (like stargates) and that the destroyer was the ancient equivalent of a pesky rat. The problem would then be that, unlike the ancients, the remaining races don't have the technology to deal with them like they were trivial distractions........man I've been in game design too long......
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I know you cannot make everyone happy but at least spend more than 5 minutes on thinking about what could happen.
Its almost like they reinacted the bit in Monty Pythons grail, where the graphic designer has a heart attack at the end of the movie and then they thought `sod it` and went home.
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the entire game you're being told about the vault and the amazing loot inside it. at the end, you find that vault, its doors open, and out comes some giant monster, which is the final boss fight. you beat the thing, and the vault closes again. no angel, no loot, no riches, no super-uber-alien technology. game end, credits roll.
while i totally loved the game and can't wait for the DLC, that ending was total fail.
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Game of the year for me.
OD
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"This is what I said ages ago"
I'm getting a sense of dejavu here
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Yep, that's what pissed me off. That must surely be what pissed everyone off. The game was entirely driven by loot, what little plot there was revolved around a vault full of the best loot.
What I expect when I get there is at least ONE piece of decent kit for my trouble. It's what I've been looking forward to for hours. What do I get instead? I bundle of credits to put on my enormous pile of credits I have nothing to buy with. Boo! I want a big gun!
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The idea is that you were tricked; The Destroyer isn't guarding anything. The Eridians forced it into the "vault" to stop it from destroying all life.
It's not explained why it opens every 200 years, but I'd imagine it's got something to do with it weakening the portal, or needing to beat it down regularly to stop it growing too strong.
The Bioshock phrase right at the start was a tip-off. I pretty much expected to get the shaft at some point.
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You didn't follow the story then? They didn't put the creature there to guard something, they put it there as a final attempt to lock it away from this universe.
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Can't wait to play more co-op in Dr Ned...
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And I don't really mind/care..
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Borderlands is pretty much the spiritual successor to PSO and all the better for it. I find both games pretty pedestrian in solo mode but team up with three mates and it's one of the best gaming experiences evah.
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I'm getting a sense of dejavu here
Yea tell me about it. EG print a story. I make a comment. Get loads of -1s and then a week or so later they print something like this and everyone suddenly agrees with what I said the previous week and acts like they came up with it! It wouldn't be so bad except the people suddenly changing their tunes are the ones who totally disagreed the previous week! Frickin' hypocryte central here sometimes!
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Something to do with opening a box of some sort?
The stuff after that end battle was weird though, I'm not sure what they aimed to achieve with that.
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I think it's worth thinking about 'the heros journey' to see where it went wrong. Theory goes that all good stories retell 'the heros journey'. They take a character in their normal setting, use some device to drag them out of that everyday state and put them on the road to adventure, tell the story of challenges they faced and overcame in a heroic fashion and then places them back into another fairly normal state where they can live happily ever after. The problem with borderlands was it screwed up the final step, it didn't return the character, it just dropped them in the middle of nowhere with the key to a door that door that won't open for another 200 years with basically nothing to do but go and sell it to Tannis. What is my character going to do from there? He doesn't have a friend in the world unless you count Tannis and now he doesn't even have any reason to cause trouble. He's just left wandering Pandora with no motivation and no jobs left to be done. He doesn't heroically ride off into the sunset in search of new adventures because he has no reason to. He doesn't settle down in New Haven and live happily ever after because he's not that kind of guy. He doesn't do anything in particular because he's just had his sole motivation in life, searching for the vault, ripped out from under him.
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Having the world change in some way would've been neat, though. Or giving the character something properly cool they could take with them into the next playthrough. At least you'd have felt like you'd had some sort of effect on the place once you went back and mopped up the remaining bits and pieces you'd left.
It was a shame they'd left the characters you meet along the way hanging a little, too. As much as they were essentially inanimate quest giving machines, you get sort of attached to them at least a bit.
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Gearbox: Claptrap isn't nearly as funny as y'all think he is.
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I'll be dead by then, damnit, gotta write a letter for me grand grand grand children saying what an hero I am !
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not that it matters, really. this is a co-op loot game, and i am happy with that. if you want an RPG with a plot, characterisation, and the rest, well, other games are available.
(persona 4!!)