I’ve written a blog on this subject and will be writing a lot more blogs regarding Borderlands 3 as I follow its development. Borderlands is a franchise I fell in love with, and it means a lot to me for it to succeed and for people to enjoy it, because those are my co-op partners. My secret finders. My easter egg recorders. My loot drop confirmers. Basically, you guys rock and the support you give means an awful amount of the success of Borderlands.
Without further adieu, here’s my list of things Borderlands 3 can learn from the Presequel. Let me know what you think and lets have a discussion!
Respawnable bosses; Once you had killed most bosses in the Presequel, that’s it. They were done. This undermined the farming for equipment mechanic that made Borderlands 2 and 1 so very replayable. I killed Doc Mercy about 800 times for my full set of infinite pistols.Although Presequel eventually patched this, it was several months in before it came. Causing a lot of players to become less interested in the game.
Raid bosses; Such a key feature of Borderlands 2, every DLC came with at least one, some with two. Terramorphous, Vermivorous, Master Gee, Hyperius, Pete, Dex, Voracidous and Son of Crawmerax. A huge selection of bosses to fight against, all dropping unique and amazing loot, that you could use to tool up and hit others with.Presequel neglected this feature, leaving you with nothing to do at the end of the game, until the final DLC had been released. Finally including some end game features, albeit, not exactly raid bosses. Sorry, nothing to do except fight a slightly tougher version of the main game boss, who was so easy it hurt.
If you include a mechanic, don’t just turn it off for half of the game; This one might seem obvious to anyone designing a game, except for the devs over at 2k Australia. A really cool set of features were included in Presequel. Low gravity jumping, jet packs, and slamming, which was even tied into the skill sets of the characters.
Except… half way through the game you leave the Moon’s low gravity and enter a giant space base’s artificial gravity. Essentially nullifying all of the above features, for a lengthy period of time, even longer if you’re not somewhat adept at the game.
DLC; The Presequels DLC was severely lack-luster compared to the precedent Borderlands 2 had set. Borderlands 1 left us with great hopes for DLC in the future, and Borderlands 2 built on that promise. Giving us four big campaign DLCs, two character DLCs, level packs, OP levels, and the “headhunter packs” which are best described as mini-campaigns. Along with this came seraph and pearlescent weapons – which were almost as legendary as legendary, but also not? Hard to explain really. Either way, amazing weapons, equipment, stories, areas, etc etc – everything was perfect.
The Presequel on the other hand gave us I think it was two character dlcs, one ‘slaughterdome’ and one actual campaign DLC. Which for early season pass holders, felt really deceptive and underhanded. Precedent was four campaigns, and the season pass promised four pieces of DLC. They didn’t directly trick us, but had they stated the season pass’ planned content, I doubt people would have been so eager to buy it. Myself included.
Make it challenging; Arguably, one of the most important things of the whole game is the challenge. A game simply isn’t a game if there isn’t challenging obstacles to overcome by practicing or getting better gear. The Presequel was only difficult to a point, once you’d collected everything, and done everything, there was no where to go until DLC4 came along months after release. The only boss around was a slightly beefed up version of the main campaign boss, and really wasn’t difficult.
Whereas Borderlands 2 had Ultimate Vault Hunter mode and the Overpower levels come out with Digistruct Peaks. Presequel had nothing like this. You got through True Vault Hunter mode and you were done. There needs to be a high level of challenge that players can work towards. Casual gamers can stop playing whenever they want, that’s fine and okay. Your hardcore audience who will play the game endlessly need to be challenged and challenged and challenged. Otherwise we get bored and we move along to another game.
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