As successful as 'Borderlands' is and as much fun as everyone is having going after all the loot and finding and using all the weapons in the game, I often think that we really missed the mark by only doing 87 bazillion guns.
— Randy Pitchford
The hallmarks of the 'Brothers in Arms' series are about authenticity, squad combat, brotherhood between soldiers.
The first-person shooter genre owes itself to 'Duke Nukem.'
You don't really want to talk about 'Duke' in terms of, how many levels are there, how many guns does it have, how many monsters… It's got everything it needs in terms of that, but it's always been about the experience.
I want to make sure that people with talents, who want to perform or to develop their act, know that the Peacock Theater exists and to reach out to us and know that there's a safe and fun place for them to develop their material.
In 'Colonial Marines' you come into the game as a marine, and how you play depends on your equipment and by the choices you're making in real time.
PAX is not a show about retailers, not a show about journalists. It's about players.
I've always wanted to ride a sail barge and drive a sand skiff.
When people take risks and it's not rewarded, in the case of 'Mirror's Edge,' it's makes it harder for others to be comfortable taking risks.
We're trending towards the holodeck. Eventually we'll have a system that's indistinguishable from reality.
I owe my career to 'Duke.'
In 'Condition Zero,' failure has greater consequences and success offers greater rewards.
Of course, the idea that a robot can have a sexual identity is kind of an absurd one.
I have a lot of respect for those in medicine that are trying to extend our lives or help us when we're sick.
I mean, of course there's art in video games - duh.
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.
From a narrative perspective, 'Blue Shift' for the PC and 'Blue Shift' for the Dreamcast are very similar.
I wonder if too frequently publishers and developers are so caught up with going after new, untapped audiences that they can forget to care for the largest, most loyal and reliable audience there is - the current gamer.
The sequel to 'Aliens' is not a movie, it's a video game. How cool is that? That's how important our industry has become.
Duke Nukem' helped bridge the gap between games designed for adults and what they wanted in their entertainment as adults who also wanted to have fun. 'Duke Nukem' bridged that gap and helped bring those things together. It's one of the reasons it succeeded at the time.
And Duke Nukem, I think he is the most iconic videogame character in the industry. I think Lara Croft is the female and Duke Nukem is the male. Between them, they're the most iconic figures in videogames.
I think I would not be who I am if I did not have experience both as an audience and as a performer in those early days of my career. It taught me what entertainment is all about.
Borderlands' asks you to pick a class, and once you've chosen that character class, you've committed yourself to that game session.
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.
I did not acquire the franchise merely so people could experience 'Duke Nukem Forever.' That was, sort of, the toll to pay to give 'Duke Nukem' a chance at a future.
When you think of what 'Borderlands 3' should be, it should be massive. It should be bigger and better than 'Borderlands 2.' It should carry forward the story.
I've been stealing from the Alien films throughout my entire career.
I, personally, trust Valve. But I'm just saying, honestly, I think a lot of the industry doesn't.
Most single player games put a lone character against an army that is just standing around waiting for the player to show up and defeat them.
Borderlands' is a horrific failure if our goal is to entertain the world.
I've decided, because we have a short time here, that those of us that create joy and happiness, that's a really noble thing.
Sometimes we do derive some entertainment when we 'appreciate' something, and sometime we feel something when we're moved. So a lot of game makers want challenge themselves with 'can I move someone?' or 'can I get them to respect me as an artist?'
Up until 'Blue Shift,' 'Half-Life' characters were repeating, expendable entities. In 'Blue Shift,' important named partners will work with you over the course of several levels and objectives in order to overcome the hazards of the plot.
There are several cool cross-overs between 'Blue Shift,' 'Opposing Force' and 'Half-Life.' The plots are all designed to work nicely with themselves and the observant player will catch many cross-references.
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.
I've got a 6,000 square-foot home in Plano that probably costs as much as a three-bedroom house in Van Nuys.
Wired gave 'Duke Nukem Forever' the first Vaporware Award, and then the next year it won No. 1 vaporware again, and then again and again until Wired decided, you know what? 'Duke Nukem' is just going to get the lifetime achievement award for vaporware.
What a lot of people don't know is that I got started as a professional gamemaker when I moved out to Texas to join George Broussard and Scott Miller and Allen Blum who created Duke Nukem, to join those guys and become part of the 'Duke Nukem 3D.'
There's a different kind of experience you have when you experience live entertainment versus the kinds of media we tend to consume most of, when we're watching television or films or reading books. Live entertainment is a whole different beast.
The mission of Gearbox is to entertain the world and with the record-breaking success of 'Borderlands 3,' we're excited to take one more giant leap down that road.
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.
Myself and the team at Gearbox have a very keen interest in cross-platform play.
We're convinced that Frisco Square is the perfect environment for Gearbox Software's new headquarters and we are eager to break ground, build out and move in so that we may join the community and bring everything we can to the city as a Frisco business and as Frisco citizens.
We decided we were going to do more 'Brothers In Arms,' and we were also going to create something original that no one else was doing, and that's what led to 'Borderlands.'
Teamwork is a significant part of 'Counter-Strike: Condition Zero' and many of the secondary objectives require you to effectively work with your squad.
Condition Zero' introduces quite a bit of content and gameplay to 'Counter-Strike' including new weapons, characters, mission types and even new technology to enhance to look and feel of the game.
But it's only through joy and happiness that life has any value or purpose.
When I'm in line at the grocery store, I might pick up one of those tabloids. I might not even buy it. I'm just gonna sit there and read the headlines and chuckle at how stupid that stuff is, even though I'm reading it anyway.
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.
If you're successful, 'Blue Shift' has what many have called the most satisfying 'Half-Life' ending yet.