“In every button press, we wanted to double-check we were injecting character and consequence.”
It was like, What are they doing?
How are they doing that?
What kind of story are they telling?
All of that was incredible to narrative structure and design."
It was not a story that would have been easily told in a looter shooter.
And we certainly have more of those types of stories that we can tell and want to tell."
And as fans will know, Tales from the Borderlands had two protagonists who interchangeably narrated the story.
“I think part of the challenge we embraced is how are we going to do this differently?
“, explains Joyce.
So we tried to keep that but also improve upon that where we could.
And sometimes it might be that inaction is the right choice.
So it’s more that you also need to be engaging with the action in front of you.
Are you going to take the action?
Are you not going to take the action?
It’s not meant to be just like, ‘I see buttons, press ‘em’.
So in that way, we always use action as a way to progress story.
It’s not action for action sake.”
“That was a big pillar for us,” explains Joyce.
So yes, we would like to continue doing that.”