
A looter-shooter series known for random weapon drops.
Gcreator of Game Maker's Toolkit testThe Two Types of Random in Game Design
Gcreator of Game Maker's Toolkit testMaking Games Better for Gamers with Colourblindness & Low Vision | Designing for Disability
Gcreator of Game Maker's Toolkit testMaking Games Better for the Deaf and Hard of Hearing | Designing for DisabilityBorderlands shows both sides of design choices. Its rare weapon drops thrill because they are unlikely, but pushed too far that tactic becomes a Skinner box like loot boxes. Borderlands 2 subtitles failed: tiny text, poor font, low contrast, no speaker label, no gaps between lines. Lesson: keep rewards rare but not manipulative, and let players scale text and UI (The Pre-Sequel scales the whole UI).
Tiny text is the most common subtitle mistake
From Borderlands 2 subtitles note, game accessibility guidance
Borderlands 2 shipped tiny subtitles that are hard to read. Borderlands 2 is the example of subtitles done badly: the text is tiny and hard to read. Life is Strange: Before the Storm and Assassin's Creed Origins use large text instead.
Its subtitles are also described as having an unclear font, white text that blends into the background, full-width lines and no speaker label. Tiny text is called "probably the most common mistake that developers make in this area." The advice is to size the default so it reads from across a room and add a size option.
Borderlands 2 leaves no gap between subtitle lines, so players miss new ones. When one line replaces another with no pause, players may not notice that a new line has appeared. Netflix leaves a few frames of blank between subtitles, which creates a subtle flash that signals new text.
The BBC guideline is to hold subtitles about 0.3 seconds for every word that must be read. Fast talkers may need the text to stay up longer than the speech.
Borderlands makes rare weapon drops thrilling because they are unlikely. A great weapon dropping from a body in Borderlands excites because there was only a small chance of it. The same technique taken to the extreme becomes a Skinner box built to drain time or money.
Lootboxes, which are bought and then revealed, are the example of the extreme version. The lesson is to use low drop chances to make rewards exciting, while watching that they don't turn into a Skinner box.
Borderlands The Pre-Sequel lets players scale the whole interface. The game offers an option to enlarge the entire UI, which helps players with low vision, where the issues come down to size and contrast.
It is cited alongside Monster Hunter World, which boosts interface text size. The console guidance is UI text of at least 28 pixels and subtitles of at least 46 pixels, with shadows or outlines for contrast. God of War launched on PS4 with tiny text and was patched with a text size slider.
A rare weapon dropping from a body thrills because it was unlikely. Pushed to extremes, this technique becomes a Skinner box like loot boxes.
Borderlands makes rare weapon drops thrilling because they are unlikely. A great weapon dropping from a body in Borderlands excites because there was only a small chance of it. The same technique taken to the extreme becomes a Skinner box built to drain time or money.
Lootboxes, which are bought and then revealed, are the example of the extreme version. The lesson is to use low drop chances to make rewards exciting, while watching that they don't turn into a Skinner box.
Offers an option to enlarge the whole interface.
Borderlands The Pre-Sequel lets players scale the whole interface. The game offers an option to enlarge the entire UI, which helps players with low vision, where the issues come down to size and contrast.
It is cited alongside Monster Hunter World, which boosts interface text size. The console guidance is UI text of at least 28 pixels and subtitles of at least 46 pixels, with shadows or outlines for contrast. God of War launched on PS4 with tiny text and was patched with a text size slider.
Its subtitles are the cautionary example: tiny text, an unclear font, white text that blends into the background, full-width lines, no speaker label and no gap between lines, so players may miss new lines.
Borderlands 2 shipped tiny subtitles that are hard to read. Borderlands 2 is the example of subtitles done badly: the text is tiny and hard to read. Life is Strange: Before the Storm and Assassin's Creed Origins use large text instead.
Its subtitles are also described as having an unclear font, white text that blends into the background, full-width lines and no speaker label. Tiny text is called "probably the most common mistake that developers make in this area." The advice is to size the default so it reads from across a room and add a size option.
Borderlands 2 leaves no gap between subtitle lines, so players miss new ones. When one line replaces another with no pause, players may not notice that a new line has appeared. Netflix leaves a few frames of blank between subtitles, which creates a subtle flash that signals new text.
The BBC guideline is to hold subtitles about 0.3 seconds for every word that must be read. Fast talkers may need the text to stay up longer than the speech.
GamesA Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.
GamesNintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.
GamesA major video game publisher and the guest's employer.
A puzzle platformer where you escape a factory using a magnet and a magnetic field.
GamesAn open world action game where you recruit and play any of London's citizens.
GamesA combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.
Mark Brown's first game, a puzzle game he made while learning Unity.
GamesA first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.