Thanks for joining us, Neil! So, what are your core goals for this latest installment in the beloved Borderlands franchise?
Neil Johnson, Technical Director: Our core goal, above all, is to make the best Borderlands game yet, and I think we’ve done that. Of course, it’s our customers who will tell us whether we’ve achieved that.
In concrete terms, we want to provide a game that gives the player more freedom than they've ever had in a Borderlands title: more freedom of movement; freedom to explore a larger world; freedom even from loading screens (as much as possible). We want our long-term fans to feel that this installment is faithful to the franchise, with more of everything that they love: more loot, more depth, more ways to be a badass vault hunter. We want them to live in this world for a while and have fun there.
The Borderlands series has one of the most passionate (and vocal) fanbases of any franchise in gaming. How did you approach the community’s feedback when setting out to develop Borderlands 4?
Johnson: We take our fan community very seriously, and we listen. Of course, we don't make our feature or story decisions based solely on community feedback, because a million people can have a million differing opinions, and we have our own vision for the game. But we have been known to make course corrections when the fans make it known that something truly matters to them and when we agree. The recent, very late-production shift that added a combat radar to the HUD is the most recent example. I'm proud of that change and proud that we weren't afraid to make it.
What's the first thing you want players to think when they see Kairos in Borderlands 4 for themselves?
Johnson: I want them to think, 'wow, this world is gorgeous. I want to see what's over that hill.' I want players to feel that this game is a step change from the previous titles, with fewer of the obstacles to exploration that game constraints typically place on them. I want our players to feel that Kairos is a rich, lived-in world, even more so than Pandora and the other worlds from previous installments.
We've added so much more detail to this world than we could have done in the past. One example is the addition of "critters": small creatures that skitter about in the environment and give it more of a lifelike feel. These creatures don't have any impact on gameplay but their presence makes it feel more interesting and real.