Why mission and story progression are at odds in Borderlands 2

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Sunday, November 18, 2012
EDITOR'S NOTEfrom Eduardo Moutinho

The more choice a player receives in an open-world game, the more loose ends emerge. It's a daunting challenge for any developer and one that makes me admire their accomplishments even more.

Borderlands 2

Borderlands 2 is a game I have a hard time judging, even now, two months after it came out. While I enjoyed the game, some clear issues constantly nagged at me. I really enjoyed the writing of Borderlands 2, for example, but I don't know if I can say the same about the game's actual narrative.

The individual elements of that storyline: the characters, dialogue, mission text, echo recorders, and even the title's overall concept are all generally really funny and/or interesting. Yet, the way you experience them as you play the game leaves a lot to be desired.

Borderlands 2's NPCs urge you to take on the main story quest, but you also have a giant list of side missions to accomplish that often take you far from where you're "supposed" to be going. Basically, the progression of the missions don't really support the progression of the story or vice versa.
 
These issues bring to light a question about the Borderlands games in general, which I think developer Gearbox Software really needs to answer going forward. Is Borderlands a linear or nonlinear experience? For me, the main story is written and executed for a linear endeavor, but all of the side missions are designed more for a nonlinear adventure.
 
 
Allow me to explain. If you look at just the main story missions, you'll come away with a clear story arc of the player as a vault hunter attempting to stop antagonist Handsome Jack. When you look at the side missions, most of them don't support that narrative. Instead, these bits of content have their own arcs involving the quest givers.
 
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And that's totally fine. In fact, The Elder Scrolls V: Skyrim basically follows this structure, but the difference with Borderlands 2 is that your access to side missions is based on your progress through the main quest. This approach works if the game is supposed to follow a nonlinear path, but Borderlands 2's more linear progression and design causes the player to lose focus on the main narrative.
 
In the end, though, I understand why Borderlands 2 is like this. The game has an interesting world and an interesting story to tell, but it also wants to provide players with a lot to do, especially when playing the multiplayer mode. Having access to all those additional missions in a nonlinear fashion provides a lot of enjoyment. Because of this, however, the multiplayer experience can lead to people missing important story beats. The narrative might not even evoke the developer's intended reaction from players.
 
So Gearbox has to answer the aforementioned question in order for the Borderlands franchise to reach its full potential. The studio could choose to make the experience linear and still have lots of side missions that play into the main narrative, giving players plenty of content. Or, the devs could choose to make the title nonlinear with smaller narrative arcs that focus on specific people or places from Pandora. This approach would allow players to construct their own storyline instead of forcing them to follow an explicit thread.
 
If Gearbox doesn’t answer this question, then the next game will probably just be a reimagining of its predecessor.
 
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Comments (2)
37893_1338936035999_1309080061_30825631_6290042_n
November 25, 2012

Wait a minute. I'm confused. You say "Borderlands 2's more linear progression and design causes the player to lose focus on the main narrative," but wouldn't a more linear progression keep the focus on the main narrative instead of losing it?

In fact, I'd argue that the way the side missions appear based on your progress in the story actually keep you on track. In a game like Skyrim, you can branch off the main quest line almost immediately and never look back, but Borderlands 2 only allows you to stray so far before your only choice is to get back to the story at hand (even though that story isn't particularly good).

As for your conclusion, I hope Gearbox doesn't answer your question because I think it would force them into a design style that doesn't match up with what they are trying to do.

Borderlands needs to continue to straddle that line between linear and open experience. I think that's what makes it so interesting and gives it the ability to keep players on task while also allowing MMO-style party mechanics. 

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November 28, 2012

Unfortunately the editing of the article broke that bit you quoted. It seems I misspelled something in the original version, and it got edited to it's current form which isn't what I was saying. Here is how it was originally written, "And doing this is fine if your game is designed to be a non-linear experience, but with how the progression and design of Borderlands 2 is more linear this causes the player to lose focus on the main narrative and progression."

See in Skyrim it's ok to lose track of the main narrative, because the game is about exploration. So finding those side-quests off in other parts of the world is interesting and apart of the main theme of the game. And doing them also ties into the narrative you are creating for your character while you play.

With Borderlands 2 the side missions give you more about what the game is about (gameplay-wise) in that it gives you more interesting things to shoot at and more loot. But in terms of the storytelling they are just a distraction, and don't add anything to you overall understanding of the narrative. Some do, and those are the ones I remember, and like the most.

Now Borderlands 1 and Borderlands 2 basically have the same sort of mission structure, but the difference with them is that 2 has this antagonist they put in front of you that is your main focus. It's not trying to find some vault that may or may not exist as it was in 1, instead we have this figure that is supposed to be the sole focus of your gaze, and as the game progresses there seems to be more emphasis placed on doing the main missions as Jack is more and more of a threat, but at the same time there are all these side-missions that are doing the opposite.

This incongruity between the mission design/progression and the narrative design/progression is my problem, and I think the only way for them to solve it is to be more like Guild Wars 2 and SW:tOR, or be more like Skyrim or Oblivion.

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