We hit the lore stuff really hard for the third DLC, Sir Hammerlock’s Big Game Hunt. This DLC was generally well received, although hardly anybody mentioned the lore stuff –but I just thought that was because I wrote it so cleverly. Little pieces of information that tied in to the overall lore of Borderlands involving the Vaults. So apart from the story of the DLC we gave the players some lore nuggets. For the next DLC, Mr Torgue’s Campaign of Carnage, we would give the story a bit more weight and importance. We got ‘Not bad’ and ‘Feels like a side story’. But people didn’t seem overly enthusiastic about it. So when we did our first DLC, Captain Scarlett and her Pirate’s Booty, we did a fun plot-centric thing because that’s what players wanted, right? A cool side story with sand pirates and a buried treasure and big monster fight at the end. Big important plot DLCs are generally not feasible. But you don’t want to create a lot of new art and gameplay and you don’t want to answer important questions about the lore. “Before we got started with Borderland 2’s DLC, I did some research on what our players want out of it and I found out that they wanted more story and more of the universe. *) GDC Gems are micro mortems based on some of the most fascinating GDC-talks our editorial staff has witnessed over the last couple of years. The next instalment of our new series GDC Gems* comes from Anthony Burch, Lead Writer of Borderlands 2, who at GDC 2015 explained why it’s more important to have strong characters than (strong) plot in DLC.
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