Who Inspired Borderlands?
|Genre(s):||First-person shooter, action role-playing|
Call of Duty 4
inspired Borderlands' control scheme. The developers started with a system that was closer to Halo, but they lacked a method for handling iron sights. The traditional system couldn't accommodate Borderlands' wide variety of scopes. The developer said, “I was looking for a better way to handle it when Call of Duty came out and pretty much answered the question for me.”
Co-founder Randy Pitchford has stated that “Diablo is certainly a huge influence on the items system,with all the iterations of the things you can do there...” The way Diablo handles game balance, as well as its rules governing leveling, influenced Borderlands. Balance is critical with the high number of item drops.
Borderlands' item system uses color codes to distinguish between rare items from elite items from normal items. This isn't particularly innovative, and the developers admitted as much, stating that Blizzard created the system. And added that the reason it's so popular is because it works. Said Pitchford, “why reinvent the colours when you're just going to confuse people?”
Mel Gibson's post-apocalyptic action film clearly inspired Borderlands. Its art direction and setting in a desert wasteland played key roles in the game's development and there are several allusions to the movie throughout the game. This ranges from a boss named Mad Mel, to a beast named the Skag (similar to slang used in Mad Max).
Code Hunters, a cel-shaded, animated short film chosen as the theme for MTV Asia's movie awards in 2006, inspired Borderlands. Gearbox actually thanked the media for promoting Code Hunters, adding that it's “great content and one can no doubt imagine that a number of artists and designers at Gearbox were inspired and influenced by it.” Company head Randy Pitchford hoped that a short like Code Hunters would gain recognition the way the Incredibles did for inspiring Team Fortress.
Early in the development of Borderlands, the game's creators decided to reach beyond the traditional RPG archetypes. Interestingly, they went for first-person shooter archetypes, maybe the first time a game has done this. This gave them essentially a range of three types – the super, the sniper and the manipulator. Max Payne fit into the manipulator category.
When it comes to FPS, few are as large as Halo. This game was the inspiration behind the “super” archetype in a FPS – the guy who is built to take a lot of damage, and deliver a lot of damage.