Right, it’s emotionally draining and a lot of work on a single writer to trash a lot and go forward, but the production cost goes a lot higher on a story dependent project like a game. The end result of a pretty disjointed story comes from the decision to modify rather than throw out.
It’s really really hard to estimate exactly when the shift happend (if it did, again, this is all based on my theory), or how much dev work was put into it before it happened because of how tight lipped GBX was about development during the whole cycle. GBX is a relatively big company with multiple teams working on different projects.
I’m trying to use timeline information to make some educated guesses about development here, so to clarify on the timeline-
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BL2 came out in 2012, with it’s last major DLC (for a while) coming out in June of 2013.
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AC:M came out in Feb of 2013.
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TPS comes out in late 2014 - while it’s important that 2k AUS did most of the heavy lifting here, at least a portion of GBXs team is helping with this up until release and through it’s dlc packs and characters.
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The next major release after that was Battleborn in 2016, with various DLC and new characters being rolled out through 2017.
The battleborn bit is important here because GBX had a lot of teams heavily focused in on that rather than BL3. For sure, work was being done at this time, but my guess is that a lot of this was early dev/storyboard concept type things. Probably early designs and ideas for the Vault Hunters are being kicked around too, since they’re something the series is already known for.
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The tech demo featuring moze comes out early 2017.
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Destiny 2 comes out 4q 2017, but reviews don’t turn on it until a month or two later when the games more grindy mmo stuff becomes available.
So when I’m talking about actual dev time for BL3 here… let’s use the Moze tech demo as an example - I think we’re mostly looking at the time a little after 5/16 when BBN launched, because GBX still had a lot of teams working on the online aspects of the game as well as creating new levels and assets for DLC. There’s probably about 6-8 months of meat on that bone before the tech demo when GBX was actually doing in game work, and not dealing with story concepts/storyboarding/etc.
Then they continue down that line of thought until they hit the Destiny 2 backlash in late 2017. That’s around the time that I think the call was made to kill the more ambitious ideas for the game and just make “more borderlands” and deal with the assets they had.
That leaves us with… probably about 16 months of hard dev time actually spent building game assets, tweaking mechanics, getting graphics together, etc. etc. etc.
In reality there was a lot of work that was done before then, but how much of it saw actual Dev time from GBX is debatable.
Keep in mind, that’s 16 months of most of gearbox working on all this to produce all the things we don’t think about in a game. That’s a lot of game data and things that have to be reworked because it’s not going to be an online mmo style looter shooter anymore. And that still only gives us about the same amount of time before the game is given it’s gold cert. I believe that happened about 3 months before release in sept of 2019.
The timeline works out for me, although if the timeline is right, I worry a lot about the potential for crunch, especially with pitchford at the wheel.
From different series and interviews I’ve watched, they are and they aren’t. They’re kind of fluid, but not in the same way writing a short story is (at least in my experience). You want to have a story at the start of development because it’s an anchor to what the game is trying to be. A good video game story should create in world reasons between powers, mechanics, and give an idea to villains and how levels heavily influenced by those villains can look…
At the same time, more than any other medium, the story is subject to change based on things outside the writer’s control. Technical limitations is a big one. Many times a CEO or game director hires a story team to make a story based around a super ambitious concept or idea, and they make a great story to go along with it… only to find out later in the process that the technology isn’t there to support it - the series fable has a big list of that.
Actual dev time is another issue - you may have to rewrite a story to be longer or shorter based on work that was done very early on in the story process because of lags or speed ups based around just how… project based gaming is. A big centerpiece world or level could get trimmed down to next to nothing thanks to just general office issues that cause delays.
Basically the story and mechanics ideally would be in service to one another, but there are plenty of ways one can drastically impact the other… and with the huge teams involved in video games these days, I think VG writing is probably the most dynamic, stressful, and hard jobs in the business. It’s not like a book or story where you can just axe a section and rewrite it with different points, or even like a movie that might have reshoots or heavy post production edits to highlight special effects or remove issues that might be problematic.
You’re constantly having to evolve your work based on a project based development pattern out of your control. Your story is both the basis for a player to relate to the game, but can’t be so set in stone that it doesn’t give leeway to the teams actually working on coding, developing, drawing, and animating the ideas.