How important do you think it is that players should get some sort of context and experience of Tina as a character before they really start off with this game? But we saw recently the Assault Dragon Keep DLC release as a standalone game. In the context of the story, you've said that this game is a standalone release that holds its own. So, it's really at the wiles of what Tina decides to do. Matt Cox: It's really the context of Tina narrating the game, because there's even a Cheeto that the left on the board, and she has to pretend like she totally meant to leave the Cheeto there because she gets called out like, "Did you leave a Cheeto on the board"? And she says "No, that's not me" and it becomes a whole dungeon quest. To what extent are these changes dynamic and impacted by player choice? In other words, can the player change the game world or is it mostly linear and based on the progression of the story? Regarding the overworld, you have mentioned how a can of soda dropped on the board is something visible in the game world. To learn more, I had the pleasure of speaking with three senior members of the development team: creative director Matt Cox, art director Adam May, and senior level designer Gabriel Robitaille. When a dice is sitting on the table, in the overworld that same dice is covered in moss and has become part of the environment. A spilt fizzy drink can on the game board will create a winding river in the game world which players have to traverse. The team eventually settled for a three-layered world, consisting of the 'real' world with players standing over the table the overworld which sits between the real world and the first person perspective and the actual game world where the first-person looter shooter gameplay you've come to expect takes place.Īnd as might have guessed, anything that happens on one layer affects the others. At one point the team even experimented with a style akin to Heroscape before abandoning it because it didn't provide the right level of interactivity. So the team took inspiration from Dungeons & Dragons, but also from classic JRPGs like Final Fantasy and action-adventures like The Legend of Zelda. It's a mighty challenge to not only make the transition between the board game and first-person elements feel seamless, but also to make the tabletop mode just as interesting as the first-person elements. That fundamental change is the tabletop, where all the perceived gameplay takes place. But it isn't just an expansion of Assault on Dragon Keep or another fantasy looter shooter (though it certainly has those elements).įor the studio, Tiny Tina's Wonderlands is a fresh start with a fundamental change in gameplay that makes the whole thing unique. Sure, it's inspired by Borderlands 2's Assault on Dragon Keep DLC, which develops the character of Tiny Tina (voiced by Ashly Burch), and whose namesake is part of the game's title. Instead, this is a game that will stand on its own. That's partly because I have the memory of a goldfish, but more fundamentally, it's because this isn't just another Borderlands game. When the reveal trailer for Tiny Tina's Wonderlands was released, I had no idea I was watching gameplay from the developer of Borderlands.
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