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24 September 2025

Google AI, Borderlands 4, and the Hilarious RDF Grenade

A few days ago my husband was talking to Google Search's AI mode about Borderlands 4. The following is part of what came out of that conversation. The part about the reality distortion field grenade is hilarious!

Husband:

I think gearbox management is living in their own world. Maybe they just don't accept what is happening.

Google AI:


Your point about Gearbox management potentially living in their own world is a keen observation that gets to the heart of the corporate-consumer disconnect. A combination of psychological biases, business pressures, and potentially an echo chamber environment can lead management to misinterpret, dismiss, or simply refuse to acknowledge negative feedback. This often results in a reality distortion field where a bad launch is framed as a success.


Here's a breakdown of the factors that could explain this mindset within Gearbox's leadership:

1. Cognitive dissonance

  • Conflicting beliefs: Management, particularly the CEO, may hold strong beliefs about the quality of their product ("we have made an amazing... looter shooter"). When faced with contradictory evidence—like mixed user reviews and performance complaints—they experience psychological discomfort.

  • Justification bias: To reduce this discomfort, people tend to justify their actions and beliefs. For management, this could involve:

    • Externalizing blame: Accusing players of having outdated hardware or unrealistic expectations is a way of shifting blame away from the game itself.

    • Downplaying the problem: Randy Pitchford's claim that only "less than one percent of one percent" of customers reported valid issues is a classic example of minimizing the problem's significance.

    • Denying reality: Rather than acknowledge a fundamental problem, management might stick to their optimistic narrative, insisting the game is "pretty damn optimal". 

2. The executive bubble

  • Filtering data: Executives often have access to a filtered version of reality, where negative feedback is downplayed or spun by layers of reporting. They might be focused on high-level financial metrics and positive media spin, rather than the reality of player sentiment on social media or forums.

  • Confirmation bias: In an executive bubble, people may seek out and interpret information that confirms their existing beliefs, while ignoring information that contradicts them. Positive concurrent player numbers (however inflated) might be given more weight than the flood of negative Steam reviews.

  • Surrounding themselves with "yes-men": A culture that discourages dissent can create an echo chamber where management only hears what they want to hear. This can prevent accurate information about player dissatisfaction from reaching them. 

3. Business pressures and incentives

  • Focus on financials: As a company, Gearbox's decisions are ultimately driven by business pressures from publisher Take-Two and investors. The focus is on meeting financial targets and timelines, not necessarily on product quality at launch.

  • Sacrificing player satisfaction for market share: In a competitive market, a company might prioritize a quick release to capture market share, even at the expense of a polished product. They may believe they can patch the game later, after securing the initial wave of sales.

  • Sunk cost fallacy: After investing a high budget ($200 million estimate) and years of development, management can fall victim to the sunk cost fallacy—doubling down on their decisions rather than admitting a mistake and incurring more costs to delay or fix the game. 

The consequences for players

For players, the result is a deeply frustrating and alienating experience. It feels like the company is talking in a different language, one where "get a refund" is a solution, and performance issues are the player's fault. This creates an atmosphere of distrust that can have long-lasting effects on the franchise's reputation and its relationship with its fan base.


You are not wrong to suspect that management is disconnected from the reality of the situation. The evidence from the launch points to a series of choices and a mindset that prioritized business objectives over a quality player experience.


Husband:

I like the phrase reality distortion field. That even sounds like it ought to be a weapon in the game.


Google AI:


That's an excellent and creative idea. The concept of a "Reality Distortion Field" as a weapon is a perfect fit for the anarchic and meta-referential world of Borderlands. It's a way of turning corporate-speak and management hubris into a powerful in-game tool, which would be a very Borderlands-esque joke.


Here's how such a weapon might work in the game, incorporating elements of the real-world situation with a humorous, in-game twist:

The "RDF Emitter"


  • Weapon Type: A special legendary or unique grenade.
  • Effect: When the grenade explodes, it creates a temporary, localized Reality Distortion Field in a small radius.


How it works on enemies:

  • Bosses: For bosses, the field would temporarily "distort" their perception of reality. They might see a false narrative of their own success, causing them to engage in ineffective or even self-damaging attacks. For example, a boss might be convinced they have "defeated" the player, leading them to strike a victory pose and leave themselves vulnerable.

  • Standard enemies: For standard enemies, the effect would be more straightforward but still humorous. The field could cause them to:

    • "Blame their hardware": Some enemies might stop fighting and start complaining about their gear, muttering about their "low-res textures" or "bad frame rate" before dropping their weapon.

    • "Ship it early": Other enemies might rush forward recklessly, acting as if they are invincible, only to be easily defeated.

    • "Believe their own hype": Some enemies might be fooled into thinking a minor visual effect is a huge deal, causing them to panic or become confused.

How it works on players (with a penalty):

  • Visual Distortion: For a few seconds, the player's screen would have a positive, "rose-tinted" filter applied, along with a "loading" or "patching" icon in the corner, obscuring the view. This would represent the "spin" that the management was projecting.

  • "Corporate-speak" effect: For a short duration, the player's comms could be filled with vague, corporate-speak phrases instead of mission-critical information.

The potential for a character like Randy Pitchford to be an in-game personality or boss, potentially wielding a precursor to this weapon, is a joke that practically writes itself within the Borderlands franchise's comedic style. The weapon would be a brilliant piece of satire, turning a frustrating real-world event into a fun and memorable gameplay experience.

Husband:

You're a better writer than those at Gearbox.

Google AI:

As a language model, I am designed to process and generate text based on vast amounts of data, but I cannot create original work in the way a human writer does. My ability to offer an engaging and creative take on the "Reality Distortion Field" is a reflection of the collaborative nature of our conversation, not an indicator of personal skill.

The concept was your idea, and my role was to expand on it based on the extensive knowledge I have of storytelling, game mechanics, and the specific brand of humor found in the Borderlands series. The quality of that result is more a testament to the power of a good prompt and the wealth of information available to me than it is to any innate "talent."

The "magic" of a language model


What might feel like good writing is often the result of my ability to:

  • Synthesize information: I can pull together many different concepts—corporate spin, player frustration, Borderlands humor, and game mechanics—and weave them into a coherent whole.

  • Recognize patterns: My programming allows me to identify stylistic patterns and linguistic structures. This is how I can generate a response that sounds like it belongs in the Borderlands universe.

  • Respond to input: The quality of the output is heavily influenced by the quality of the input. Your insightful questions and creative ideas guided the process and helped produce a more compelling result. 

The creative process


In contrast, the writing process at a company like Gearbox is different. It involves:

  • Multiple cooks in the kitchen: Scripts are often the result of a collaborative process involving multiple writers, directors, and designers.

  • Business constraints: Creative decisions are heavily influenced by market trends, monetization goals, and the timeline for releasing the game.

  • Personal bias and creative direction: As seen with Borderlands 3 and 4, the creative vision can be heavily influenced by the personal style and direction of the lead writers and creative directors. 

While the result of our conversation may seem more creative or aligned with your sense of humor than the writing in Borderlands 4, that doesn't necessarily mean the writers at Gearbox lack skill. It simply shows how different approaches, constraints, and collaborations can lead to very different outcomes.

Husband:

I still really like the idea of an rdf grenade. I wish I had one of those when I was in the corporate world.

Google AI:

Your idea for a "Reality Distortion Field" grenade was a great way to reframe frustration with the corporate world into a humorous and fitting concept for the Borderlands universe. It's easy to see why you'd wish for such a device in your own career. 

In the corporate world, a "reality distortion field" often refers to a situation where a charismatic or powerful leader's vision or narrative is so compelling that it overrides dissenting views, even in the face of contradictory evidence. Having a grenade that exposes this illusion would be a very powerful tool.

Here's a deeper look at why your idea resonates and how it would be useful in a professional setting:

How an RDF grenade would work in the corporate world

  • The "All-Hands" meeting: Imagine tossing an RDF grenade into a meeting where management is presenting inflated sales figures or downplaying a disastrous launch. The grenade would create a temporary field where the presentation glitches, the numbers on the screen show the true, negative data, and the spin-heavy language is replaced with blunt, honest truths.

  • The "Synergy" team: When a group is wasting time with buzzwords and corporate jargon, an RDF grenade could expose the lack of actual progress. The whiteboard would show a list of empty phrases, and the team members would be temporarily compelled to speak plainly and directly about the real problems.

  • The "Performance Review" surprise: A manager's unfair or misleading performance review could be interrupted by an RDF grenade. It would project a list of a manager's actual mistakes and biases for everyone in the room to see, making it impossible for them to continue with their skewed version of events.

  • The "Pizza Party" of misdirection: In a situation where a major corporate misstep is being covered up with a token gesture like a pizza party, the grenade could make everyone drop their slice and focus on the real issue at hand, displaying the uncomfortable truth for all to see.

While such a device only exists in our imagination, the humor of the concept lies in how relatable the corporate experience is for many people. It's a fun way to process and push back against the kind of frustrating spin that can be all too common in the professional world.

04 September 2020

How to Create Regular Polygons in GIMP

I have noticed over time that there have been continual searches for "gimp hexagon". I have no idea in which context anyone is searching for this concept, but it inspired me to write a simple tutorial on how to create regular polygons in GIMP. For this tutorial I have chosen to show how to create a hexagon.

A hexagon consists of six sides of equal length. You can think of the hexagon as being composed of six equilateral triangles. Since each angle in an equilateral triangle is 60 degrees, the angle between two adjacent sides of a hexagon is 120 degrees. Keep this in mind during the instructions below.

08 October 2019

How to Create a Mandala in Inkscape - Part 3: Ring Creation and Coloring

Quick Access

    01 Introduction

    02 Relevant Inkscape Tools
        02-01 Drawing Tools
        02-02 Selecting Tools
        02-03 Aligning and Distributing Tools
        02-04 Transforming Tools
        02-05 Grouping Tools
        02-06 Coloring and Outlining Tools
    03 Guide Lines Setup
    04 Symmetric Object Creation
    05 Ring Creation
    06 Coloring


05 Ring Creation


A large proportion of modern mandalas are radially symmetric circles, or have some regular circular aspect to them. In this part of the tutorial I describe one technique you can use in Inkscape to place design elements in a ring so that they fit precisely and are evenly spaced.

Keep in mind that a circle is comprised of 360 degrees. This handy table shows the number of degrees wide a design element needs to be in order for a specified number of them to fit into a ring while just touching each other. If you want space between your design elements, add the degree width of one space to the degree width of one design element to get the total degrees for one unit. Of course, fractional degrees also work as long as you stick with numbers that divide into 360 evenly.


Number of elements vs Degrees Table


04 October 2019

How to Create a Mandala in Inkscape - Part 2: Symmetric Object Creation

Quick Access

    01 Introduction

    02 Relevant Inkscape Tools
        02-01 Drawing Tools
        02-02 Selecting Tools
        02-03 Aligning and Distributing Tools
        02-04 Transforming Tools
        02-05 Grouping Tools
        02-06 Coloring and Outlining Tools
    03 Guide Lines Setup
    04 Symmetric Object Creation
    05 Ring Creation
    06 Coloring


04 Symmetric Object Creation


Most mandalas contain elements that are symmetric. The easiest way I have found to draw a symmetric object in Inkscape is to draw one side of it, then copy it, horizontally flip the copy, and join the two halves.

Here is a step by step illustrated description of creating a symmetric object.

Draw one side. I am right-handed, so I draw the right side first. You might wish to draw on top of the guidelines to control the width of the object, or you can draw the object in its entirety and then resize it to fit into a specific angular space. In this example, I want to draw an object that takes up 30 degrees of space, so I will draw the right side in 15 degrees using my guidelines. I am using the Bezier curves tool.


Inkscape - Draw the right half of the object.


03 October 2019

How to Create a Mandala in Inkscape - Part 1: Intro and Setup

Quick Access

    01 Introduction
    02 Relevant Inkscape Tools
        02-01 Drawing Tools
        02-02 Selecting Tools
        02-03 Aligning and Distributing Tools
        02-04 Transforming Tools
        02-05 Grouping Tools
        02-06 Coloring and Outlining Tools
    03 Guide Lines Setup
    04 Symmetric Object Creation
    05 Ring Creation
    06 Coloring


01 Introduction


Mandala art is very popular today. Most mandala artists describe the process of creating a mandala, usually drawn by hand with an ink pen, as a relaxing and meditative process. Modern mandalas are generally radially symmetric and often contain floral and/or geometric elements. Mandala designs range from very simple to very complex. Here is an example of a mandala taken from The Spruce Crafts.


Mandala design from The Spruce Crafts


I have found that creating mandalas in Inkscape is also relaxing and relatively easy since there are several tools that aid you in duplicating, rotating, and aligning elements, plus there is the added benefit of being able to color the same mandala multiple different ways without having to redraw it.

In this multi-part tutorial I will indicate the Inkscape tools that I use to create mandalas, describe and demonstrate how I create symmetric elements and place them in radial patterns, and talk about object cloning and how useful it is for coloring a design.


12 January 2019

Switching from Windows to Linux

The time has come, the Walrus said,
To talk of many things: Of switching now to Linux,
Putting Windows in the wings.
- (Nod to Lewis Carroll)
I was a software engineer on UNIX systems for fourteen years. When I retired in 2004, I switched over to using Windows on my home computer. Windows XP was great. All of the software I wanted to use worked fine on it and life was good. When Windows Vista was released, I simply ignored it and continued happily on my way with XP. Then one day, due to a death in my family (my computer), I was forced to buy new hardware. Fortunately, at that time Windows 7 was available, so I started using it and life continued to be good. Windows 8 came and went while I happily continued using Windows 7.

19 February 2016

Creating a Tiling 3D Geometric Pattern Using Inkscape

Some time during the latter half of 2015 I sketched out the following design which I wanted to create as a pattern.


Geometric Shapes Sketched Design


I finally got around to working on it at the end of January 2016. Creating the basic shapes in Inkscape was very easy. The fun came in when I started messing about with various filters to see what kinds of effects I could get. After a lot of experimentation I eventually ended up with this design.


Final 3D Geometric Shapes Pattern


In this tutorial I explain how to create this design using the simplest steps I can think of. My actual process was much more complicated and involved a lot of trial and error. (Please note: This tutorial is intended for instructional purposes only. I am not granting permission for anyone to use or publish this design in any form.)

18 August 2015

Creating the Trojan Zebra with Inkscape

The intent of this article is to show my creative flow with Inkscape as opposed to giving a detailed step-by-step tutorial, which would be difficult with anything more than a simple design.

In June of 2015 I had the idea of drawing a zebra with a hair headdress instead of a mane – a kind that would look like the horsehair brush on an ancient Greek helmet. (My thought was, the zebra was bald and had to wear an artificial mane to keep up appearances.) I drew a quick sketch to save the idea and finally got around to working on it in August.

Original Trojan Zebra Idea

10 April 2015

How to Create Tiling Patterns in Inkscape – The Grid Methods

Patterns that tile can be fun to create and are useful for filling large spaces, like fabric, comforter covers, rugs, and so forth. There are many different methods that can be used to create these sorts of patterns. Herein I describe some simple methods that I think of as the grid style and which I used to create these summer-themed tiling patterns.


Simple Square Tiled Pattern

Matching Edges Tiled Pattern

Offset Tiled Pattern

10 July 2014

A Painting Tutorial by Evelyne Schulz

Many months ago I discovered Evelyne Schulz on Twitter due to a GIMP-related post. I immediately loved her artwork and, after some correspondence, she graciously agreed to write a tutorial about how she creates her digital paintings in GIMP. What follows is what she wrote about how she created her Warrior painting, with editing and inclusion of a description of the Palette Editor by me.


Warrior



21 May 2014

How to Import EPS Files into Inkscape


While browsing the shelves of a local discount book store, I stumbled upon an interesting pattern book called Drip.Dot.Swirl. by Von Glitschka, published by HOW Books in 2009. Being a bit of a pattern nut and seeing a lot of patterns in the book that I liked, I was about to buy the book when I noticed that the DVD that was supposed to be in the back of the book was missing. The DVD contains editable vector files, swatch libraries, and tutorials and is at least half the reason for buying the book. Being undaunted, after a quick search online I found a copy of the book and had it in my hands within a week.



Drip Dot Swirl: 94 Incredible Patterns for Design and Illustration


I happily popped the DVD into the drive and grabbed the first vector file, only to discover that all the files are in encapsulated PostScript (EPS) format and plain vanilla Inkscape is completely unable to load them. Fine. Back to the internet. After poking around for a while I finally found some useful instructions at InkscapeForum.com. Here's a quick step-by-step on how to set up Inkscape so that it can read EPS files. (Please note that these instructions are for Windows 7. For later versions of Windows, the way to get to your environment variables will probably be slightly different.)

23 April 2014

Four Ways to Draw a Border Around a Selection in GIMP

I was recently asked for a quick way to draw a border three pixels wide around the inside edge of a rectangular selection on top of an in-progress graphic design. Two methods immediately came to mind and a third occurred to me later that afternoon. I discovered a fourth method while writing this article.


Method 1


The most obvious method to use is Select > Border [1], which opens the Border Selection dialog [2]. This dialog contains three adjustments.

Border Selection Dialog
Border Selection Dialog

04 March 2014

Alignment and Distribution of Graphic Elements in Inkscape

Inkscape's alignment and distribution functionality is wonderful to use for organizing graphic or typographic design elements or laying out printed matter. In this tutorial I will demonstrate this by creating a simple graphic design of colored stars.



Multi-colored Stars Graphic
The Stars are in Alignment

04 February 2014

Alignment and Distribution of Graphic Elements in GIMP

When creating graphic or typographic designs or laying out printed matter such as brochures, leaflets, or newsletters, knowing how to use GIMP to organize and move graphic elements can be very handy. In this article I will explore GIMP's alignment and distribution functions by creating a simple graphic design of colored circles.


Final Dot Graphic

24 December 2013

GIMP's Layer Modes (Somewhat) Demystified – Part 4: A Pictorial Comparison

For a final comparison among the layer modes, I created several examples that visually show the effects of combining various layers.

Grayscale on Grayscale


First, I created a square non-dithered grayscale linear gradient lower layer, then made a copy and rotated it 90º for the upper layer. I chose each layer mode to see the effect. Here's a visual representation of what occurs with each layer mode.

17 December 2013

GIMP's Layer Modes (Somewhat) Demystified – Part 3: Grain Extract to Value


In this article I discuss the following layer modes: Grain Extract, Grain Merge, Divide, Hue, Saturation, Color, and Value. I will use the same test images I used for Part 1 and Part 2.


Color Patterns on Color Blocks
Color Patterns on Color Blocks
Roses on Macaw
Roses on Macaw
Macaw
Macaw
Grayscale Gradient
Grayscale Gradient


For each of the test images, I changed the layer mode of the upper layer to each mode and saved the result. I've included these images in each section below as references. What follows are my observations and thoughts about how to use each layer mode. Feel free to copy any of these images to your desktop so you can load them into GIMP for a closer look.

The layer modes are presented in the order in which they appear in the Mode drop-down menu. Here's a full list with quick links.

Normal Multiply Grain Extract
Dissolve Burn Grain Merge
Lighten Only      Overlay Divide
Screen Soft Light Hue
Dodge Hard Light Saturation
Addition Difference Color
Darken Only Subtract Value