At a gameplay event for Borderlands 3, our author Leya had the opportunity to talk to Paul Sage. He is the Creative Director for the loot shooter. Curiously, the super old MMORPG Ultima Online served as inspiration for the multiplayer.
What does the old MMORPG Ultima Online have to do with Borderlands 3? At first glance, not much. Ultima Online is considered the first MMORPG to be referred to as such and dates back to 1997. Borderlands 3 is a fast-paced and modern loot shooter that has its release on September 13 of this year.
The connection between the games comes from one of the clever minds behind Borderlands 3. Paul Sage is the Creative Director and has been involved from the very beginning of the development of the loot shooter.
Paul Sage has his roots in MMORPGs, as he already worked on Ultima Online (1997). Before moving to Borderlands 3, Paul Sage was the Creative Director of The Elder Scrolls Online.

The multiplayer of Borderlands 3 was influenced by Ultima Online
Creative Director Paul Sage revealed this to us in an interview at MeinMMO: When I talked to Paul Sage about his work on Borderlands 3, we also discussed the comfort improvements and his work on The Elder Scrolls Online.
Some of the comfort improvements that came with Borderlands 3 are specifically designed for the multiplayer co-op. There is now level sync, which makes it possible for players at different levels to play together. The enemies are dynamically adjusted to each player – their level is “synchronized”. Each player also receives loot adjusted to their respective level.
The Elder Scrolls Online (ESO) introduced a similar concept with One Tamriel. Anyone can play with anyone, wherever and whenever they want. Therefore, it seemed only logical to me that Paul brought this idea from ESO to Borderlands 3. However, the reality is different.
Paul further stated that he wanted to make this strength of the game even stronger, which is why he urgently introduced level sync.
What is particularly exciting for me: In our conversation, I was fascinated that a single feeling towards a game experience would have such a far-reaching influence on another game. It’s like the flap of a butterfly’s wings causing a tornado.
What started for Paul Sage as a player experience in Ultima Online has influenced his work as a developer throughout his career. He emphasized several times in our conversation how much it became a passion of his to play together quickly and easily.
Exactly this feeling has now become the mechanism of level sync.
More from the gameplay event for Borderlands 3:
This is how the multiplayer friendliness of Ultima Online inspired the Creative Director:
Ultima Online was really cool because you could play with anyone at the same time. At the same time, there were games like World of Warcraft or Everquest. However, these games had levels.
Levels are, of course, a good thing because they show you that you are getting stronger. The problem with this system is that it separates players from each other. As developers, we don’t want to dictate who you’re allowed to play with.
You don’t want to tell your friends that they can’t play without you just to keep everyone at the same level. I would say it is a great passion of mine to ensure that players don’t have to think about what level they are and that they can always play with whoever they want to play with.
When I brought this passion to the team of Borderlands 3, I asked if we could implement [the level sync] and they wanted to implement it right away.
Paul Sage, Creative Director for Borderlands 3
This is how multiplayer works in Ultima Online: Ultima Online had no levels. You improved by using skills. So, someone who fought a lot with a sword improved their sword fighting skill. Someone who happily chipped away at stones got better at mining. You also didn’t have to form groups for the MMORPG, but could simply attach yourself to other people.
Exactly this simple and fast grouping experience from his first MMORPG, Ultima Online, has permanently influenced Paul Sage’s wishes for a multiplayer.
Borderlands 3 should stay fast and casual
Paul thinks that the fast and casual co-op experience that Borderlands has always offered is fantastic. This should not be complicated by new mechanics.
The Creative Director recalled in our conversation the early development stages of Borderlands 3. There had been discussions at the beginning about whether more elements from known MMOs should be brought into the game. Things like a multiplayer hub or adjustments to the menu were up for discussion. However, Paul rejected such adjustments in his role as Creative Director with a firm “No!”.
It is really important that you can simply and quickly start a game with someone. WoW later got a dungeon finder. With that, you can jump into a dungeon with others and get to the point quickly.
Borderlands has always had something like that. That’s the magic of the game. It is so good at allowing people to play together quickly and easily that we wanted to build on that.
Paul Sage, Creative Director for Borderlands 3
Paul further stated that he wanted to make this strength of the game even stronger, which is why he urgently introduced level sync.
What is particularly exciting for me: In our conversation, I was fascinated that a single feeling towards a game experience would have such a far-reaching influence on another game. It’s like the flap of a butterfly’s wings causing a tornado.
What started for Paul Sage as a player experience in Ultima Online has influenced his work as a developer throughout his career. He emphasized several times in our conversation how much it became a passion of his to play together quickly and easily.
Exactly this feeling has now become the mechanism of level sync.
More from the gameplay event for Borderlands 3: