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As far as the future, I think because that door has now been opened that some other games might try to bring those elements into their genre." Of course, I couldn't let Hellquist and Fletcher go without asking about the possibility of a third Borderlands. We've done for looting games what Halo did for first-person games. I think one of the reasons Borderlands has been so successful and captured a lot of people's imaginations is it's brought the loot gameplay mechanics to a whole new audience. maybe other possibilities of incorporating additional characters." I then asked Hellquist for his thoughts on the state of loot-based games, and their future. Fletcher chimed in, “of course, Randy has hinted at other possibilities down the line. She's in "great shape," and already in the process of certification - more than ready for her debut on October 16th. And it turns out that even with the goal of not ever using the bounty board, there are times where it was just best for the player experience to have those from a neutral location." And none of us loot-crazed maniacs could enjoy those quests without the Vault Hunters to carry our guns, and Hellquist had good news for those of you awaiting the Mechromancer. And we got pretty close." Hellquist continued, “you only get about 8 total missions from bounty boards. It was to completely eliminate the bounty board and have everything come from characters.
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"My attitude for Borderlands 2 was there should be no bounty boards. "I truly believe that the characters have made all the difference for Borderlands," Hellquist said with sincerity.
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Many of these characters dish out quests, but I wondered if Borderlands 2 would work just as well if all the quests came from a quest board to facilitate quick and easy loot collection. If you're in games it's gonna' be every man for himself, which is exactly what Pandora is." Pandora is also a place filled with characters. That part of the loot system brings a little bit of that feel to the players. Everyone's out for themselves as far as the characters in the game. "We also believe that the sort of potentially antagonistic experiences with the loot are actually very in line with the world and vibe and feel of Borderlands. And that, as it turns out, fits well with Pandora's philosophy. YES NOHellquist expanded on the point, saying that the team aimed to encourage collaborative interactions between players by forcing them to share.
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