To hear Lin Joyce, the head writer of Gearbox Software’s forthcoming New Tales From the Borderlands, explain it, the job players will be doing with her characters is “like a kind of 4D chess,” just applied to narrative role-playing.
That means players will be inhabiting the personae of three characters, making decisions and reactions that players believe are appropriate for them. Then, they’ll also be tasked with reacting to these decisions they made when they’re in command of another member of this protagonist trio.
Those reactions aren’t “good” or “bad” in and of themselves; Joyce says that any hard failures, where a player makes the wrong decision, are limited to some quick-time events elsewhere in the game. For the dialogue — which includes reading body language and facial expressions from full performance capture — players may branch their narrative with a gut call for what they’d do in that moment, or they can try to piece together a multi-character relationship that takes into account the things they’ve done and said before.
“So, what I might think I would do as Anu,” — one of the new heroes, Joyce explained — “might be true to Anu, but it might make Octavio mad. Then, I’m also playing as Octavio.”
Octavio is the streetwise and cynical counterpart to his altruistic sister. “So, how am I now going to respond to these things as Octavio?” Joyce said. “There’s a lot of interplay there, and it’s also up to you. Do you maintain — like, are you nurturing the group, or not? So there’s lots of, again, 4D chess happening.” To be clear, the player is not in control of the character-switching. That might be done moment-to-moment (as opposed to chapter-to-chapter), but the game is in charge there.
New Tales From the
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