Randy Pitchford Talks Borderlands, Piracy, and Why He Doesn’t Trust Valve
On the State of PC Gaming
MPC: What’s your feeling about the health of the PC as a platform for games?
RP: It’s tricky, right? It’s a very powerful platform and it’s very flexible.
MPC: You mean the technology and the widening gap between Xbox 360 and PC’s capabilities?
RP: The longer the generation goes with the consoles, the more the extreme side of the PC will have an advantage, from a technology perspective. The other thing is that the PC is a very flexible platform, we can build PCs of a lot of different types. Another angle to that is that it’s a very accessible platform, it invites a lot of different development activities. However, the biggest games in the world are very costly to produce.
MPC: $30M-$40M for some AAA titles, right?
RP: It’s becoming very difficult to rationalize that on the PC alone. When you’re sitting in my seat, you want to make sure that you’ve thought through your business model, and want to make sure that you make at least as much as you spend. Because if we don’t make as much as we spend, we don’t get to do it again. That would suck.
As you add more players to your co-op game, Borderlands ramps up the difficulty. With four players, expect to fight lots of baddies, and a ton of Badass bosses, the game's uber-difficult elite characters.
MPC: We don’t want you guys delivering pizzas. That would be bad.
RP: We learn something each time, and we get better each time, so we want to make as much as we spend at minimum to keep going. We need to make a lot more than we spend if the pattern continues, in that the cost of the next project is much more than the cost of the previous project. So anyway, what does that mean? How healthy is the PC platform? I believe the PC has a hard time being a dominant gaming platform, because of the advantages it has. Because it’s such a powerful, flexible platform, it’s also less accessible, to ordinary folks.
MPC: There can be a high expense to them too.
RP: It can be expensive, but you can amortize your investment in a PC in a lot of different ways. Everyone uses email, browses the web, and watches YouTube on their PC, but you can’t really do that on a $250 console. You’re not just buying a PC as a gaming platform. You can rationalize that cost in a bunch of different ways. The big problem though, is the flexibility of the platform. It becomes a real challenge to push things because it’s difficult to know whether your customer has a high-end gaming machine or a 4-year-old computer with Intel integrated graphics. Ultimately though, that versatility of the platform means the PC won’t be the dominant platform, but it also means it will never go away.
MPC: Unless people stop making PC games.
RP: Which is very unlikely. Games will change, but we’re always going to amuse ourselves with whatever tools we have.
The sexiest bit of Borderlands is its procedurally generated weapon system, which combines thousands of variables to create monster weapons, like this shotgun that shoots flaming razor blades.
MPC: How worried are you about piracy?
RP: I think I look at piracy a little differently than most people. It sucks as a content creator who has invested a lot of, not just our money, but our souls, our creativity, and our time, to know that someone’s stolen something. That feels bad.
Part of it is price point, part of it is convenience, but part of it is that the bootleg, stolen stuff is harder to get now. There was a period of time when I could type in the name of a song and I’d find a website with it on there. Today, I have to use Bittorrent and all this other stuff.
MPC: You have to speak that language.
RP: I’m comfortable speaking that language, but a lot of people aren’t. Any computer savvy person is going to be able to pirate, but the question is “Can your mom pirate a song?”
MPC: But she has the option of paying the $0.89, and that’s easier for her.
RP: Amazon has made it super easy. On the videogame industry, especially on the PC side, we kind of suck on all three points. Our retail experiences are sometimes less convenient and less trustworthy than the alternative. There’s a ton of risk as a retail customer—half the time you don’t even know if that game is going to run on your PC.
Then there’s the DRM issue, which makes us even more skeptical of retail sales. DRM has been handled terribly for so many years. For example, false negatives are a disaster for everyone. I’d much rather have a false positive, and allow thieves to play, than prevent a paying customer from playing my game. The industry has destroyed a lot of good will with DRM problems.
MPC: You’ve had issues with this in the past?
RP: The more control we have, the better off we are. If you look at Hell’s Highway, there was virtually no DRM. We put our foot down on that, and they said “Ok, we’ll go your way.” Still, that’s not an ideal situation, because we released it and it was immediately stolen. Release and steal wasn’t good.