Borderlands 2 Interview

Gamasutra has cranked out a three-page interview with Borderlands 2 writer Anthony Burch and concept designer Scott Kester about the direction the team is taking with the sequel, as well as the specific contributions each of them is bringing to the table this time around. A question and its answer to get you moving along:
It seems like the first game was really an underdog, and it really performed very well. The second game, well, now you've got the built-in expectations thing going. So how does that affect you guys creatively, this time around?

AB: It's an interesting line to tow. Because -- I can only peak narratively -- but the challenge was there's a lot of people who really liked the characters and the world of Borderlands -- how do we satisfy those people, while also acknowledging that some people maybe wanted more out of it?

And so the solution we came up with was like, "Alright. Well, the Vault Hunters from the first game as playable characters, we want to make some new character classes, so let's make those guys NPCs." If you've played the first game, you already have this built-in attachment to them, this emotional attachment, especially if you played as them.

And let's use them to drive along the story. But also tell this brand new story about this brand new antagonist called Handsome Jack, and what he's done to Pandora, and set it five years later, so it feels like this fresh start; it doesn't feel like I'm walking into the same desert, on the same bus, and dealing with all that kind of stuff. And the gun system and what we've done with that -- taking something awesome and turning it up to 11, essentially.

SK: It's kind of a tough situation, because you want to invent, and you want to make these things new. But if you don't stay true to what you were, people might cry foul. But you also don't want to get into... a thing I say a lot is that I'm imitating myself, like, "is this what I would've done?"

It's not about that. I think Borderlands is -- and will always be -- more about what feels best for the game, and what is the gut reactions to those things. But we really wanted to give somebody something worthy of the original.

We were very fond of the first game, and we really want to make a true sequel, and make it worth people's time to check it out, and not just re-skin the last game and play the same character, shooting the same things, in the same environment.

AB: Seeing the environments really, to me, sort of encapsulates how we think about a sequel. Because it's like you have these beautiful new arctic tundra areas, and these grasslands and stuff, and it feels completely new; all you mostly saw in the first game was just dust and dirt and all that stuff.

But even though it looks very different, it's still in that Borderlands style -- it still feels very harsh and very wasteland-y, and still feels connected to Pandora. It doesn't feel like we were like, "And now we're on planet X!" And you have no connection to the original game.

SK: That was one of those things that, as you go, "Okay, we're going to do this, but does this feel like Borderlands?" And luckily, the way we render the art and the way we draw it and create this stuff it helps the cohesion there.

But we also know we're not making beautiful, lush environments. It's still harsh -- everything around every corner wants to kill you, but it's just to stay true to the nature of what the game is.