In 2 separate interviews, Gearbox Software mentioned that the world of Tiny Tina’s Wonderlands changes based on your actions. First in Dev Diary 3 and then they also teased it in the IGN exclusive article.
In the Developer Diary, Brad talks about how the maps are made and how you can see other locations on the horizon. He also mentions that depending on how far you are in the main questline, you might even end up transforming entire sprawls of the Wonderlands.
At certain points, if you do go back to previous maps that you’ve been to, you may see some changes,Brad
During the Izzy’s Tizzies Tavern reveal it was mentioned that the taverin looks different based on your actions throughout the game. To that IGN asked if the tavern would change beyond costomizations.
there are changes to other parts of the gameSam Winkler
When predicting the future I want to look back at Borderlands 3’s Bounty of Blood DLC. This campaign add-on was also directed by Matt Cox and one of the things that stood out from that DLC was your impact on the main town. When you completed certain quests that would alter small things in the town. buildings would open up and town folk would talk about your actions.
It is possible that Gearbox Software expanded on this idea and gave more meaning to your actions. In previous titles of the Borderlands series, you were presented with a choice although that choice didn’t have any impact. Your reward changed a bit, getting a shotgun instead of an SMG or getting a bigger cash reward.
Yes, new areas are always opened up when completing certain quests but what if some things can only occur when making specific choices? Take that feature from Bounty of Blood and expand upon it. This idea makes me excited and would add replayability to the game. The majority of Borderlands players always stayed loyal to their initial character and beyond playing a different character the game didn’t change. This feature could change that.
To nuance this idea and not get overly excited I’ll point at development costs and budgets well spend. You want to hide a large portion of your game. So everyone will likely experience most of the things but in a different way. Battleborn did this by altering the dialogue in each playthrough. Gearbox Software could also implement this in Tiny Tina’s Wonderlands because Tina already makes up stuff as she goes or changes her mind on the fly. Having multiple variations of that would be exciting.
Your impact on the game could also be reflected in the Overworld. You probably have seen the screenshots with the soda can or the giant die on the board. Your actions in the game could influence the behavior of Tina, Valentine, or Frette who will then influence your game. So dice get thrown around and soda cans can fall, which then end up on the Overworld or even the FPS section.
But let me know what you would like to see Tiny Tina’s Wonderlands!