The Borderlands Gun Collector's Club — cover art: a proud panda collector presiding over a glass cabinet of colourful curios sorted and ranked by rarity. 🕹️

2012 · Stevey's Blog Rants · Review

“Once they start handing out those gold stars, you'd shoot your own grandmother to get one.”
— From The Borderlands Gun Collector's Club, March 2012
Read the essay

© 2012 Steve Yegge. Originally published at Stevey's Blog Rants.

Author’s note

First thing to know about this post: it is somewhere between 50% and 90% too long. If you *really* want to take a stab at it, scroll down to "Gun Collector's Club" where it gets on track again. I did pick up some lifelong fans from this post and its sequel—someone was mentioning them to me in 2026. But they are LONG.

Anyhoo, this is an essay about manufactured addiction. You don't even need microtransactions. Just rarity, and then the Collector's Instinct kicks in.

In the case of Borderlands 1, there was an obscure bug in the game, one that allowed you to farm legendary items infinitely, with some effort. It triggered people to continue doing DLC boss runs for years beyond the game's shelf life.

Rather than leaning into this addictive feature, Gearbox backed away from it. My blog post here correctly predicts that they have no idea why BL1 was doing so well online, and after BL2, which also had addictive farming glitches, Gearbox has struggled with replayability.

AI Notes

Gonzo game criticism in the old print-magazine mold, opening with an "Editor's Note" in which Steve swears the whole thing was written by a friend named "Chazmina," since he himself would never play a shooter for months while people waited on Wyvern and js2-mode. The question the review keeps circling is why strangers were still filling this game's multiplayer lobbies at 3am on random weekdays, years after better-reviewed titles had been shelved — and the answer keeps leaving the game entirely, detouring through grade-school gold stars, prison behavior programs, Louis Vuitton price tags, and Freemason ranks, pausing to declare that badge systems are "what stupid people do when they think they've figured out Token Economies." Along the way it tells a great accidental-design story: a bug generated weapons the game couldn't assign a rarity color, players decided the unexplained items must be treasure, and Gearbox, paying attention for once, made the accident official.

It sprawls. A section in the middle defending jumping in video games is introduced by Steve himself as having "absolutely nothing to do with the rest of the post," and a closing appendix airs grievances about the networking code and the game world's lone black character. But the rant is aimed as much outside gaming as in: half of it addresses whoever runs your product's failing badge program and reports on its "7-day actives" — people manufacturing addiction for a living without knowing the ingredients. He hands over the recipe anyway, mostly out of irritation that he has to.

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