What I’m learning from Borderlands 2

Posted: - Modified: | life

W- and I have been playing Borderlands 2 on our PS3. It’s the first time I’ve seriously played a first-person shooter. I’m more used to turn-based games where you have a little time to think, and I’m not at all used to aiming at moving targets. Borderlands has been surprisingly enjoyable and easy to pick up, though, especially with its focus on cooperative play.

W- plays a Gunzerker, although he rarely uses the action skill to dual-wield guns. I play a Commando, and my action skill involves deploying a turret. The turret is awesome. I like how it can deal with lots of enemies by itself, especially the ones I haven’t even seen. It’s almost like having a third player – one who can aim better than I can. I use the turret a lot.

When W- and I play together, it’s a lot of fun coordinating our attacks, reviving each other as needed, then looting the area and pointing out good stuff or trading what the other person might find useful. The game’s dialogue gives us more fodder for jokes and references. Once in a while, we catch a glimpse of the developers’ thoughtfulness, such as when the characters say something clever when you spend too long looking at your inventory. It’s nice to be able to share those moments.

Sometimes I play on my own to build up more experience and get used to this style of game. Even with the turret as backup, I catch myself tensing. I notice my heartrate increasing a bit and my breath slowing down. It’s a good opportunity for me to direct my attention, breathe better, and then go ahead with the game.

I recently read The Well-played Game: A Player’s Philosophy (De Koven, 2013), an impulse-read from the stacks at the Toronto Reference Library. In one of the chapters, the author made a point about the value of practising quitting. That way, quitting loses its stigma and its emotional charge. Losing is similar, I think. In Borderlands, I catch myself thinking: “Oh no! I’m about to die!” And then I remember that death in the game is momentary and can even be handy. I respawn with whatever ammo I came in with, and the automatic save-points are never too far away. It’s useful to learn the difference between things that are scary and things that only look scary, especially when my brain is getting fooled by external cues.

It’s good to practise quitting, too. I think I’m past the initial intense sprint of new interests. Even if I haven’t finished a mission (and there’s always another mission!), I can move on to other things, like writing or reading.

I’m learning more about my play style, too. In the game, I tend to favour elemental weapons, with a sub-machine gun as my primary weapon. That said, picking enemies off with a sniper rifle makes me feel a little more accomplished. I can aim! When I’m not panicking, that is. I don’t do melee unless I have to, since it’s a little more nervewracking and I sometimes find it difficult to make sure my character is facing the right direction when attackers are moving.

I’m sure I’ll get the hang of this eventually! =)

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