Sunday, August 18, 2013

Demon's Souls and Internet's Guides



I have been dealing with the worst “writer’s block” this past week. I spent the whole week trying to settle on a topic and wound up starting and stopping more articles than will probably ever see the light of day on this blog. And then I started playing Demon's Souls and had a random thought about the role of online guides. So that's why this article is a couple days late.

In addition to the many other unanswered questions of Demon's Souls's narrative,
 I still want to know why the knight on the box art has beak armor.

Saying that online guides for games are ubiquitous these days is like saying the sky is blue. Whereas once upon a time, a person had to rely on hear-say and magazines like "Nintendo Power" for videogame hints and cheats, modern websites like GameFAQs have cultivated strategy guides for nearly every game ever made. A quick Google search can turn up everything from level maps, to bug fixes, to step-by-step guides for beating almost any game on any difficulty. Often these guides are ready within weeks of the Game's release. And as anyone who has bought a new game at GameStop can attest, there is a good chance they will try to sell you the published guide to go along with the game.

Why does Final Fantasy XIII need a strategy guide when the entire game
consists of running down a linear hallway?

But can there be a game where the sharing of secrets, tips, and tricks by concurrent but separate players—or even players who have long since come and gone—is not only expected but necessary for individual improvement? And more over, can it be thematically important? Enter Demon’s Souls, a game which I have only started playing recently and which spawned these questions.

For those of you who are not aware, Demon’s Souls is a fantasy RPG, released in 2009 which quickly became renowned for its unflinching difficulty. The game developed a cult following and has maintained a dedicated enough community for two pseudo-sequels to be developed and for its publisher to continue supporting its servers years after release. I have been meaning to play Demon’s Souls and Dark Souls for some time but never got around to it until recently when a friend loaned me his copy and I began bumbling through my first five hours of embarrassing incompetence.
The narrative is at once astoundingly simple and damn near incomprehensible: An evil fog swept over the kingdom of Boletaria, which cut the city off from the outside world and brought a bunch of soul hungry demons along for the ride. Warriors from all over entered the fog but none have returned. The player character is one such warrior. Yet the game’s intro throws so much jargon at you it is impossible to keep straight without a notebook, as can be seen in the game's intro cinematic. 

Any Demon's Souls players will be familiar with this screen.

Demon’s Souls takes a similar approach to its tutorial in that it throws basic movement and combat controls at you bet gives no hint as to how the underlying systems work. The game is also not above positioning its bad-guys in areas where the player will not see them until their health bar is already half-way devoured, which is where the crowd sourcing elements of Demon’s Souls comes in. The game features an online component where the player can see the spirits of other players who are playing simultaneously but cannot interact with them. There are also randomly placed blood patches which can be activated to see how another anonymous player died. Players can also leave little pre-scripted messages for others like “beware enemy ahead,” “use fire ahead,” “walk here,” and “new players should avoid this area.” The player can also use certain stones to summon up phantom players to help them out. The explanation for the messages and phantoms is that the players are all in the same world, working towards the same goal, but are separated into different dimensions. 

Good thing this game isn't on Xbox Live or those few characters might
contain every possible racial slur that XBXn00bPwnR could think of.

Concurrent users separated by insurmountable distance yet are able to anonymously assist or antagonize one another sounds a lot like the internet. In this context, the real-world internet becomes an extension of the game’s network of player interaction. Most of Demon’s Souls’ secrets—such as how certain souls can be used to create certain items, or how a number of the game’s core mechanics work—require either a ridiculous amount of trial and error or an online guide

I have trouble believing the relationship Demon’s Souls and online guides is unintentional. The game itself is already built around the idea of limited, anonymous, player interaction. It also features an encyclopedic amount of lore which is only revealed to the players in disconnected snippets of dialogue and item descriptions. From Software’s other titles, Armored Core and Chrome Hounds, also feature extremely complex systems yet withhold information from the player like Smaug hordes gold. Yet Demon’s Souls never breaks emersion and says “go check the guide.” Through its mechanics it still gives the player all the tools they need to get through the game and more. Speed runners have proven that Dark Souls can be beaten in about two hours, and that is not because the game is poorly designed but because it applies its rules fairly. Both Demon’s and Dark Souls are difficult but they are also fair. Demon’s Souls has a very strict set of rules which it applies universally to all foes. Once those rules are understood, then the player can exploit them and excel. Unlike other games where exploiting the system would be a sign of poor design, Demon’s Souls encourages exploitation because the monsters also exploit the rules too. There are more monsters than their are players and the monsters fight dirty so the player is encouraged to fight dirty to level the playing field. 

I have no idea what this fat demon is but it should probably check
the nutritional value of all those souls.

For me, Demon’s Souls opened up when I started researching; when I sought the help of those anonymous warriors who toiled away in their alternate dimensions. So my quandary is whether the out-of-game construction of a knowledge base is something that a developer can design for or whether I am just trying to cover up for the fact that I suck at Demon’s Souls? I lean towards the former because Demon’s Souls builds crowd sourcing into its mechanics and its narrative is primarily delivered through lore snippets, which encourage encyclopedic observation. Its rules and systems encourage replay, prior-knowledge, and exploitation, while also never letting the player forget that they are not alone in their individual struggles.

Friday, August 9, 2013

Fatherhood in Bioshock Infinite, The Last of Us, and The Walking Dead



There has been a recent convergence of triple-A games using fatherhood not as a simple background detail to justify all manner of violence, but as a central thematic component. I have read several critics theorize about why this trend occurred, and many of them believe it is related to the predominantly white-male triple-A game developer community getting older and having children. Whether this is actually true or not is a moot point but the fact remains that three games have been mentioned in the same breath quite a lot lately and thus seem ripe for an examination of how they approach the topic of fatherhood in the apocalypse. 

Of course, the games in question are Telltale’s The Walking Dead, Irrational’s Bioshock: Infinite, and Naughty Dog’s The Last of Us. All three have garnered a substantial amount of critical acclaim—as well as criticism—but they all approach fatherhood in radically different ways. What follows is a survey of all three games in no particular order.  

Spoiler alert.

Bioshock Infinite:

Booker DeWitt is a terrible father, he knows it and it forms emotional and symbolic core of the narrative. Booker’s reason for entering Columbia at the start of the game is to deliver Elizabeth to unknown men—we assume men, because the line “bring us the girl and wipe away the debt” sets up an exclusion simply by calling her “the girl”—who we assume plan to exploit her power to manipulate reality.

Okay, off topic, but I've shot Nazis in more games than I care to admit.
Why did no one ever think to make Klansmen an enemy before now?

As is revealed later in the game, selling his child is a major facet of Booker’s past. Elizabeth is later revealed to be Booker’s daughter who he sold to the game's central antagonist Zachery Comstock, who we also learn is Booker from an alternate timeline. That Booker is both the protagonist and antagonist presents an extremely pessimistic view of the father in that he is both the worst thing in the world for his child and the means by which she can attain freedom. In that regard, Elizabeth and Booker’s relationship could be viewed as that of an abusive parent to their child. This duality on Booker’s part is also emphasized through Elizabeth’s relationship to the Song-Bird. The Song-Bird's role as both protector and jail-keeper places it in a position similar to that of an abusive spouse, and their interactions emphasize this abusive relationship. The Song-bird is further established as a reflection of Booker in that its death under the sea parallels both Booker’s drowning of Comstock and Booker's own drowning death at Elizabeth's hands.

Comstock Statues often herald the coming of the Song-Bird.

Both versions of DeWitt take agency away from Elizabeth, and view her as a way to cleanse their sins. Booker seeks to take her away from Columbia so as to make up for the act of selling her in the first place—an act for which he branded her initials into his hand. Comstock turned Columbia into a monument that idolized the sins of American imperialism and by extensions the sins he committed in service to that imperialism. He seeks to mold Elizabeth into a force capable of destroying the world below, effectually cleansing the remnants of his sins from the world. She ultimately does not have a choice in either and her destiny will be the result of Booker’s actions. The ending asserts that the only way to prevent all the myriad futures in which Comstock rises or she is exploited is for her to drown Booker at the moment when he makes the choice to either become Zachery Comstock or remain Booker DeWitt. In essence, the abusive parent’s good intentions do not outweigh his harms, and the only way to prevent one is to destroy the parent before it has the opportunity to either create or destroy the life of the child.

Pictured: Foreshadowing, Metaphor, and "return to Rapture" fan-service.

The Last of Us

I still wish I did not have to play The Last of Us as Joel. The small section in which the player plays as Ellie while Joel lies dying of an infection presents one of the most interesting genre subversions in recent gaming.

Before I get into that, Joel is established from the outset as a father and protective figure. The game opens up with the player in control of Joel’s teenage daughter, Sarah. As the player meets their first zombie they are not in a position to fight back, they are in a position of needing protection. Joel is able to dispatch the zombie but the player, as Sarah, is not and must stay back where it is safe. When a car accident injures her, the player is then put in control of Joel, carrying her through a mob of panicked people as they attempt to find a safe place. The player thus experiences both the impotence of having to be protected and the responsibility of being the protector. Sarah’s agency is essentially stolen by the player’s assumption of the protective role and Joel’s competence as a protector is critically undermined when Sarah is shot and killed a few minutes later.

Not on the box-art, can't be a main character.

After the twenty year time skip we see him as a figure that is resistant to change. He still wears the watch which Sarah gave him in the opening, despite the fact it has ceased to function; he cultivates and tries to protect a narrowly defined “us” initially represented by him and Tess and later by him and Ellie. If one acknowledges that parenting is about preparing one’s child for the world in addition to protecting them from it, it eventually becomes clear that Joel never grows out of the role of just being a protector.  Early on, he repeatedly refuses to give Ellie a gun despite the fact that she has grown up in the apocalypse and likely knows how to use one. His choice emphasizes that Joel views himself as not only being responsible for protecting her life but also protecting her innocence. While he is willing to do all the things necessary to survive, including killing, he attempts to maintain a social standard which is incompatible with the world they live in. Rather than trying to teach her to protect herself, he intends to be her sole protector, and in doing so, he ensures that she will need him.

Joel and his one true love: his brick.

This assumption of parent as protector rather than teacher is reinforced every time Joel and Ellie encounter water. Whenever a body of water needs to be crossed, the game requires Joel to find a pallet and push Ellie across the water on. In most of these cases, the pair is not in any immediate danger. The player has infinite time to either find a pallet or sit and watch the water texture. In almost all of these instances there is plenty of time for Joel to teach Ellie how to swim, but he never does. They joke about it at one point late in the game, after they have been traveling for the better part of a year. Over the course of an entire year, Joel never tries to give Ellie one basic survival skill. Instead, he puts it off because a designer spent a lot of time designing those mechanics he needs her to rely on him for the construction of his idyll.

But that does not mean that Joel is not shaping Ellie unintentionally. During the segment titled “Winter,” the player takes control of Ellie as Joel lies bedridden from an infection. The roles of protector and protected are switched in that now Ellie needs to forage for food, find medicine, and lead angry cannibals away from their hiding place. But very little changes in terms of mechanics between Joel and Ellie—the only real difference is that Ellie cannot carry as many weapons nor shiv her way out of getting insta-killed. In other words, where Joel has upgrades and potential for improvement, the RPG elements are stripped away from Ellie. She should be the embodiment of pure potential, but because of Joel’s need to protect her, she cannot improve beyond the skills she possesses. Yet she does still learn from Joel. She learns how to imitate him. Since the player is the same for both Joel and Ellie, she ends up relying on many of Joel’s tactics—in my case, this meant she adopted Joel’s fondness for throwing bricks at people’s faces before stabbing them repeatedly—indicating a level of learned brutality that the game never comments on. In essence, she acquires a facsimile of Joel’s skills, but cannot move beyond them because he does not teach, only protect.

Insta-kill Zombies aside, "Winter" was the most interesting section of the
game. Too bad Joel took over being the player character afterwards...

The ending is perhaps the ultimate moment of criticism for Joel’s behavior, though it perhaps does not go far enough in. Upon reaching the Firefly stronghold, it is revealed that Ellie will die if they attempt to synthesize a cure for the zombie-fungus her. Joel goes into a rage. Rehearsing Liam Neeson’s role in Taken, he slaughters everyone between him and Ellie, and takes her off the operating table by force. As they drive away from the Firefly base, she awakes and he tells her that “they’ve stopped looking for a cure.” His lie is cross cut with his cold-blooded execution of Marlene, the firefly leader and Ellie’s friend. The game then time skips and the player briefly regains control of Ellie, as she requires Joel to pull her up a ledge. She then explains that she had been waiting to die since she was first bitten—when she learned of her immunity—and needs to know if what he said was true. He lies, and says “yes,” protecting himself and keeping Ellie as his surrogate daughter. Fatherhood for Joel is about building an idyll, even at the cost of humanity and the agency of Ellie. Joel does not want to make her self-sufficient; he just wants to keep her alive.

This scene of him picking up and running with Ellie is supposed
to mirror the part earlier in the game with Sarah. Symbolism!

In short, Joel is a terrible father and though the ending makes it clear that he should be criticized for it, he goes unpunished for depriving Ellie of agency throughout the text. He dooms humanity and robs her of her agency for his own selfish reasons while successfully maintaining his idyll and his role as protector. As Ellie lets him help her up that last boulder, it becomes apparent that she will always be in his shadow and will probably always need his help, and that is his goal.

The Walking Dead

Lee from the The Walking Dead is the only figure on this list who is not a biological father. His attachment to 8-year old Clementine is a voluntary one, lacking the coercion of Booker or the promise of reward for Joel. In their first encounter she warns him about an incoming zombie and helps keep him alive—a stark contrast from Elizabeth and Ellie whose first encounters have them following the player’s lead, or acting as signposts for where the player should go next.  Yet the encounter also involves the killing of her zombified baby-sitter, representing a transfer of her from the protection of an unfit parental figure to one that is supposedly more fit by the virtue of being alive. Yet the game is pretty critical as to whether Lee is a fit parental figure. One of Clementine’s first lines of dialogue is a mournful “you aren’t my daddy.” Her reaction coupled with Lee’s exceedingly violent dispatching of the zombie baby-sitter only a few feet away from Clementine, and the fact that Lee was on his way to prison at the start of the game, asks the player question both Lee’s fitness as the surrogate parent and his own. Lee’s assumption of protection is also based on the promise of helping Clementine find her parents, even though he can be pretty sure they will not be alive when and if he finds them.

Lee is also the one of the only black protagonists in recent triple-A gaming.

Unlike the other two games on this list, The Walking Dead is an adventure game, and like the comics it shares its title with, its core aesthetics are focused not on action and combat but on the tensions inherent in the social interactions of the survivors (the other walking dead). To this end, the inclusion of a timer on almost every dialogue choice—inconsequential or not—makes every conversation an exercise in quick-reading and snap decision making. As a result, the player often finds themselves wondering whether they made the right choice. During my playthrough, I told Sean that I was Clementine’s baby-sitter, but accidentally told Hershel something different and got caught in the lie. Hershel let Lee off the hook but told him that he’d need to do better if he wanted to protect Clementine. Between the uncertainty generated by the dialogue system nurtures uncertainty in the player as much as the uncertainty of the other survivors does in Lee.

From “Episode Three” onward Lee stops simply protecting Clementine and starts teaching her how to rely on herself. The death of Duck, the other child in the group, and the destruction of Kenny’s family as a result, hammers home that simply trying to protect Clementine will not work, because at some point, Lee will not be able to protect her. He teaches her to shoot, he cuts her hair, and he starts making contingency plans in case things go wrong. Dialogue choices also see the player having to straddle the line between doing what needs to be done and setting a good example for Clementine.  

Moments like this are not just tiny vignettes between combat. Character
interactions are the core of this game.

Uncertainty hounds Lee for the entire game and comes to a head in the ending. By the end, Lee sits dying in a warehouse across the street from where he and Clementine left the body of a madman who sought to take her away from Lee. A man who—in my case—Clementine shot to save Lee. The final scene has Lee leading Clementine through a series of steps to retrieve a key from a zombie security guard and preparing her to go out into the zombie city and find what remains of their survivor group. In this moment we see Lee continuing to act as teacher rather than protector. The player’s mind is laser focused not on further protecting her, but ensuring that she is able to keep herself safe in a world without him, which is ultimately a prospect that every parent faces—not the imminent mortality of a zombie infection but the eventuality that they will not be around to protect their children.  As Lee feels himself fading there is only one last question, will he let himself become one of the walkers, or potentially traumatize Clementine by asking her to help end it. In either event, the player will not know if she made it to safety, he will not know how she will cope with that final choice, or with Lee’s death. The player can only reflect and hope he did the right things when it mattered.



Summary (a.k.a. Conclusion [a.k.a. Some Rambling Thoughts])

If anything, BInfinite and The Last of Us approach fatherhood with an incredible level of distrust of self. Both are the stories of violent men who utterly fail at being good fathers. If one were to extrapolate from that initial suggestion that these games reflect the aging of their designers and their own experiences with fatherhood, one might suggest that much of this uncertainty of self might apply to the games industry at large. The question of whether or not meaningful narrative can be told by triple-A gaming while it remains mired in shooting and violence was raised at this year’s GDC in this wordless rant by developer Chris Hecker. Or perhaps it is more useful to read Charles Cox’s article "Why I'll Never Work on First-Person Shooters Again," specifically the part about “Superdad.” Both games seem to cry out for something more in terms of narrative and craft than triple-A gaming seems willing to offer. Both games seem to say that fatherhood through protection is not good enough, but neither really provides an alternative. Their narratives are all about questioning the protagonists yet the mechanics by which the player interacts with the world are so industry standard that doubt is never really a factor.

By contrast, The Walking Dead exemplifies the maturation of a genre: the adventure game’s traditional focus on writing and narrative is preserved while the mechanics are streamlined for a new age. Granted, the player has far more control over Lee than over either Booker or Joel; the player is not Lee’s blood-simple, combat/gameplay id as he is for the other two. But by simply applying new pressure to every choice the player makes and by emphasizing the eventual mortality of the parental figure, Telltale created a game which cuts to the heart of parenting in a way that is intimately interactive. While Booker fears himself and Joel fears the continued destruction of his carefully built “us,” Lee’s fears are for Clementine. He puzzles over whether it is more important to teach her what is right, or what is necessary; he worries about setting a good example by his actions; his worries are the player’s worries because the mechanics encouraged our understanding of his uncertainties.

Friday, August 2, 2013

Greed and Obsession in Borderlands 2



I have clocked an embarrassing number of hours in Borderlands and its sequel, but both are games about being an extremely unpleasant human being (or robot/alien/thing as the case may be for Zer0). Not a terrible human being in the style of Grand Theft Auto where running over scores of pedestrians is just a day in the life. Rather, the player slips into the standard Western RPG role of a questing and looting adventurer. An unrepentant avatar of greed and violence in a space where those values can be celebrated and questioned. For those who are not aware, Borderlands 2 is a cooperative, first-person-shooter-RPG-hybrid, with an emphasis on random loot drops and humor. The game casts the player in the role of a “Vault Hunter,” one of four mercenaries who travel to the planet Pandora in search of a legendary Vault full of loot. Upon arrival the Vault Hunters quickly become embroiled in the struggle to free the planet from the grip of the Hyperion Corporation and its CEO, Handsome Jack. The combination of randomized loot and an impressive procedural weapon generation system makes Borderlands a wonderful exercise in Skinner Boxing wherein the acquisition of better loot and EXP become the player’s primary goal. Granted, that description could be applied to just about any loot centric RPG. But unlike World of Warcraft or Phantasy Star Online or Diablo, Borderlands 2 makes greed and lust for power a central part of its narrative. Its heroes are unabashed anti-heroes; they are a living embodiment of suicidal greed in a world that not only accepts but nurtures such greed.
 
Psychos, trains, shanty-towns, and guns that shoot fire.
Just another day in the life.

For the most part, the Vault Hunters are characterized by their propensity for violence. While each has their own unique appearance, “barks,” and special abilities, they are functionally identical on a narrative level. All four—or six with DLC—share a willingness to shoot lots of poorly equipped bandits or heavily armed robots if it means more loot. By their actions these characters should be reviled rather than celebrated and Gearbox is clearly aware of this tension. Early in the game, the perpetual butt of the robotic joke Claptrap (C14P-TR4P) calls the player out for slaughtering a group of bandits by saying “Minion, what have you done? They were humans with lives and families!” only to laugh and say “just kidding, screw those jerks.” This line serves to establish multiple important themes of the game. First, it highlight’s the player’s subservient relationship to the “questing system” by having one of the lowliest characters in the game refer to the player as “minion.” Second, it serves to briefly engage, and ultimately dismiss, the reality of the player’s actions. C14P-TR4P's comment establishes Pandora as a space in which the cognitive dissonance that should exist within the game’s cycle violence and greed does not exist.
This guy is a jerk and those guys in the back need to work on their fight choreography.

In point of fact, death is a meaningless state for the Vault Hunters, and for most bandits it would seem, thanks to the abundance of the “New-U” respawn stations. For the Vault Hunters, their own death has no consequences beyond a sarcastic quip and a deduction of a fixed percentage of the player’s wealth, a loss that can easily be ameliorate with more violence. The result is a mechanic in which death is simply a momentary setback, one that encourages the player to continue the cycle of death and resurrection. Furthermore, the respawn stations often attempt to nudge the player back into the cycle of death and resurrection with comments like “Hyperion recommends swearing vengeance against whatever killed you, unless it was an inanimate object.” Ultimately what makes the Vault Hunter, and by extension the player, into an unstoppable force is their own suicidal greed. The Vault Hunters are willing to experience a constant cycle of murder, injury, death, and resurrection—with each new death sending a portion of their finances to the corporation they are fighting against—just to get more money and guns to keep fuelling the cycle. It is fitting then that the framing device for both Borderlands games is the hyper-capitalist, arms dealer Marcus telling a bedtime story to an unseen child. In telling the story of the Vault Hunters, Marcus crafts a world in which his own values reign supreme. Marcus is no hero, and neither are his protagonists. Yet they exist in a fictionalized world in which anti-heroism and greed are the most celebrated traits. The protagonists are plot devices more than characters, manifestations of suicidal greed which can save the day because their lust for adventure and wealth puts them on the right side.
 
Not even with valid receipt.
In point of fact, anti-heroism and obsession are major thematic components of both Borderlands games. The original Borderlands introduced its four Vault Hunters while Cage the Elephant’s “Ain’t No Rest for the Wicked,” played over the speakers of a bus driven by Marcus, who asserts “It’s a beautiful day full of opportunity!” Borderlands 2’s intro continues the musical introductions with The Heavy’s song “Short Change Hero,” followed by Handsome Jack commenting “It’s cute that y’all think you’re the heroes of this little adventure, but you’re not.” In fact, Handsome Jack spends most of Borderlands 2 calling the player characters “the bad-guys.” To the player, who sees all the cruelty and oppression Jack revels in, the assertion that Jack is a “good-guy” or “hero” is utterly ridiculous. Yet Jack’s characterization of the player as a bad-guy may be justified considering how willfully they wipe out entire bandit settlements in the name of loot and experience. The bandits are also aware of the player’s greed and sometimes die saying “don’t steal my stuff.” 

Much as the Vault Hunters are characterized by their obsessive greed, many other characters are consumed by their obsessions. Dr. Tanis’ obsession with The Vault drives her to madness—a hilarious madness but madness all the same. The bandits that inhabit Pandora were convicts driven mad by exposure to alien technology. Corporate lust for alien technology is a prominent background element. And Handsome Jack’s obsession with opening the Vault and acquiring greater power drives him to commit atrocities across the planet.

The game’s loot mechanics further emphasizes the game’s anti-hero elements. Whereas loot-driven games like Diablo III and Phantasy Star Online 2 have begun moving towards an individualized loot system, where by each player gets their own separate loot, Borderlands’ “early bird gets the worm” approach to loot creates a space where the players either communicate and cooperate for loot or compete for it. As Gearbox Creative Director Paul Hellquist pointed out in an interview with IGN, “[the] potentially antagonistic experiences [between players] with the loot are very in line with the world of Borderlands… it’s gonna’ be every man for himself, which is exactly [the kind of place] Pandora is” (“Borderlands 2: The Future of Loot”). In essence, individualized loot creates a systemized system that communicates underlying fairness. It declares, each player shall get what is theirs by rights. By contrast, a so-called “shared loot system” like Borderland’s fosters the “every man for himself” mentality, further incentivizing and nurturing greed and obsession.
Loot is the root of all evil.

 However, Borderlands 2 also present an example of what lies beyond the greed and destruction that the Vault Hunters engage in. Upon meeting the new Vault Hunters, Roland notes "I used to be a Vault Hunter like you, until I formed the Crimson Raiders" (Borderlands 2). Skyrim and internet meme reference aside, this statement makes Vault hunting and construction into mutually exclusive activities. In point of fact, all of the old Vault Hunters approach community building from different directions. Roland's small army of ex-Crimson Lance soldiers and their construction of the city of Sanctuary provides the most obvious example of construction after Vault Hunting. Lilith and Mordicai both join Roland's effort though they choose to do so by isolating themselves. Lilith creates the persona of "The Firehawk" in an effort to protect Sanctuary from the bandits. However, Lilith's actions accidentally inspire a cult, another community which the Vault Hunters must destroy. Mordicai and his bird Bloodwing act as a community unto themselves, while still acting as spies and informers for Roland and Sanctuary. Brick organizes a large group of bandits into a tribe known as "the Slabs." While the Slabs are still prone to the extreme violence that characterizes all bandits on Pandora, they represent a hybridization of the Vault Hunters and Sanctuary, still hyper-violent but able to come together and help others when needed.  In essence, construction and community are not foreign to Borderlands, they are simply incompatible with the role the player must fill. Organization and construction is acknowledged as an eventual maturation for the Vault Hunters, but also something that is incompatible with the greed the Vault Hunters. 
Roland, Lilith, Mordicai, and Brick: Old softies.

In the quest, “Kill Yourself,” Handsome Jack asks the Vault Hunters to either throw themselves from a cliff in exchange for a reward upon respawn or call a suicide hotline and forfeit the reward. Calling the suicide hotline has no intrinsic reward beyond the player’s pride. Granted, the pride in question is a gendered and juvenile sort of pride, highlighted by Jack’s statement that jumping makes you “his bitch” but the quest still asks the player to wager something which is systemically unrecognizable against something that has empirical valuable: Eridium. In terms of reward calculus, Eridium should win out because it cannot be purchased in game and is only available through random drops or quests, but the introduction of an intangible element into the calculus creates space for introspection. Unlike quests in World of Warcraft and Diablo which unrepentantly Skinner Box the player while telling him that he is the hero, “Kill Yourself” creates a space in which the player can confront his obsessive greed. This may be the closest the player can ever come to being heroic in Borderlands 2. It is an opportunity to momentarily reject the obsessive greed or accept it before continuing on, fully aware of the role the player fills. This is not an uncomfortable revelation as it is in Spec Ops: The Line, but it provides a level of catharsis and open honesty that is lacking from most loot oriented games. Like other western RPGs, Borderlands provides a space in which the player can enjoy their obsessive greed but asks that they acknowledge their role before they inevitably accept another quest to go out and collect exoskeletons from five more varkids. This moment of introspection into something intangible beyond Vault Hunting, provides a window into the eventual evolution of our Vault Hunters from the perpetual destroyers they are and into constructors rather than destroyers.

---------
Clements, Ryan. "Borderlands 2: The Future of Loot." IGN. Oct 4, 2012. Accessed: Aug 1, 2013
Gearbox Software. Borderlands 2. 2K Games. 2012. Xbox 360.