Each scenario in 'Battleborn' is kind of like a TV episode, you can play them in any order, and each one has a beginning, middle, and end. And they are super replayable.
There's no trend lines that work in entertainment. You can break any trend line by offering value that we as consumers of content want.
Perhaps 'Borderlands' can be a lesson for all of us - that when making a videogame, we should not be afraid to identify gamers as the audience.
Usually when we finish a game and we're at the end, we're sick of it. We want to put it in the box and be done with it. But with 'Borderlands,' it's actually become a productivity sink at Gearbox, because we're just having fun.
We are fortunate that there is a lot of demand on us to deliver our brand of interactive entertainment within the powerful franchises we have at Gearbox Software and the challenge for us is growing to meet this demand.
There are times when you can take yourself seriously and there are times when you can cut loose. It really depends on your goals and it depends on what you're promising the customer.
Teamwork is a significant part of 'Counter-Strike: Condition Zero' and many of the secondary objectives require you to effectively work with your squad.
I think the first things I did, I used to try to create digital versions of Dungeons & Dragons that would help me generate a character, that would roll the dice for me.
I have a lot of respect for those in medicine that are trying to extend our lives or help us when we're sick.
One of the things I wish Sony would do is get behind 'Borderlands,' because I'd love to see a Vita version of the game.
I've only experienced it a few times where you get to have a thing that simultaneously gets some critical respect, some critical success, while also having sales success. Sometimes you get one or the other if you're lucky.