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Destiny

Discuss all things Destiny.
originally posted in:Super Good Advice
Edited by A 3 Legged Goat: 10/6/2013 12:17:44 PM
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Bungie's biggest lesson to learn from Halo to Destiny?

[b]"Bungie's Brave New World." | [/b] [url=https://www.bungie.net/7_SGA-Master-Archive-Thread/en-us/Groups/Post?id=61330820&groupId=39865#referred-][b]Thread 1 of 7 [/b][/url] It's Super Good August! To kick things off, [url=http://www.edge-online.com/news/what-bungie-learned-from-making-halo-and-how-it-influenced-destiny/]Bungie was featured in today's issue of [i]Edge Magazine[/i][/url]. Here they discuss their hopes, dreams, ambitions and what they plan to take control of in Destiny. Three quotes in particular stuck out to me even just in this article: [spoiler][i]“I think we did two things well with the Halo games. One, we told a story that you can play by yourself or with a small group of friends. And two, we made a great hardcore, competitive game."[/i] [i]"Between those two poles there’s a vast gulf of opportunities but a lack of choices. We want to very carefully bring those two communities together and open up those choices.”[/i] [i]“The big lesson [from Halo] is: if you don’t have a plan for the future, you’re scrambling to catch up with your own success, this time we’re planning for success, and that’s enabled us to imagine a future where many things are possible. It allows the plot a long arc, which is great. In Halo we certainly didn’t have that. We planned for an eight-hour experience then, two years later, figured out another eight-hour experience. This time we’re thinking about how you grow and evolve this world over many years, many hours. It’s a whole different mindset.”[/i][/spoiler] -Joseph Staten We had two distinct, yet cohesive worlds in Halo: The world of single player, lore and fiction, and then the world of multiplayer, competitive carnage, in your face -blam!- and an entire community waiting to unfold. But now Bungie asks "[url=http://i.imgur.com/XRo5PPc.jpg]what if.... we combined our Halo mindsets ... together[/url]?" Bungie has been pushing for this unified world of Destiny that will fulfill all gaming needs. Whether it's competitive multiplayer, loot gathering, single player exploring, vehicular combat organized chaos through factions, groups, clans and much more. In your personal experience of playing Bungie games, what is the biggest lesson Bungie needs to learn from Halo to Destiny? What is going to be different [i]this[/i] time around? How is Destiny going to take everything that Bungie learned and spin it on it's head again? Super Good Advice: [b]Beware of ringing phones[/b]. [url=https://www.bungie.net/7_Super-Good-Advice/en-us/Groups/Detail?groupId=39865][b]Homebase[/b][/url] [b]| [/b][url=https://www.bungie.net/en-us/Forum/Topics?tg=%23SuperGoodAdvice][b]#SuperGoodAdvice[/b][/url] [b]|[/b] [url=https://twitter.com/bnetsga][b]@BnetSGA[/b][/url]

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  • [quote]"[url=http://i.imgur.com/XRo5PPc.jpg]what if.... we combined our Halo mindsets ... together[/url]?"[/quote] On a serious note, the biggest hurdle to overcome in bridging that gulf is making it easier to stick together with a group of people you meet up with in-game, not necessarily people you already have on your friends list. At any given moment people on that list could be playing any number of games, especially in the month or so after Destiny launches, and especially considering the huge library on current gen. Whether it's coop or competitive teamplay, you want to go in knowing that the game fosters teamwork and communication across multiple encounters/matches, rather than just plopping you together to sloppily pursue your own agenda with the fun/success of the group far in the back of your mind. That issue seems to grow with the number of players on a team. I think Chris Butcher said they refer to it internally as "clown town." So making it easy to party up with people you want to play with and avoid those you don't, in game without breaking immersion to bring up the guide or PSN equivalent is important out of the gate before a player's even met those people they want to friend or a guild they want to join. B.next group functions and guilds I see as more or less in game and out of game versions of the same thing. It's how the design fosters matching and staying on with players of similar aims that'll be the glue that binds all the rest together.

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  • I hope they've learned how to balance the mechanics that they introduced in Reach, which were likely a test for Destiny.

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  • Please let there be a library-like area >:)

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  • By god.... I have a question: how likely is it that incredibly frustrating sections (ie the Cortana level in Halo 3) won't exist? I like a challenge, just not one that makes me feel like twisting the controller in half.

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    • People love competitive multiplayer, and halo 2 and 3 are the epitome of competitive fps. I hope they can recreate a hardcore competitive multiplayer experience in destiny, because that is what will keep people coming back for 10 years.

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      • Community involvement is good! In Halo 3, Bungie Favorites were very easy to access and really made it feel like Bungie was interacting with the community. I'd look forward to new ones every week. It helped to highlight members of the community while reminding the players that Bungie's still there and loving it. I'm unsure what happened in Reach. Maybe they were removed, or maybe they were a little bit harder to access or find, but I didn't feel that the favorites held as much of a presence in Reach. What I want to say with this is that community involvement is good. Players love games that love them back. Bungie's always been quite good with this and I sure hope they continue to do so in Destiny.

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        • [quote]“The big lesson [from Halo] is: if you don’t have a plan for the future, you’re scrambling to catch up with your own success, this time we’re planning for success, and that’s enabled us to imagine a future where many things are possible. [/quote] I think this separates professional game devs from hardcore modding. I'm not sure about "indie" because Bungie is essentially indie and from what I know so far employees get stock options driving the incentive to create the best stuff. I think in some ways Halo 2 was the game that catapulted the studio to professional level and now with Multi-game/platform top Blizzard level with Destiny. The gaming industry has some growing up to do, and has grown much, but the thing is Bungie's character has always been in their games and it shows. The uniqueness and innovation with BNet integration for the community is appreciated so much. Soon fans will say "when's the next Bungie game" instead of Halo game. I consider Bungie to be an industry leader with lifelong learning and slow to hire quick to fire. What's going to be different this time is Bungie paving the way for lifetime game franchises while smaller, more agile studios, follow suit. By the way what happened to Bungie Aerospace?

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        • Bungie learned how to properly balance a highly-competitive FPS. I'm curious to see how they'll go about balancing Destiny's competitive multiplayer, because from what we can tell our characters and loadouts are the same in both competitive and cooperative play.

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          • They seem to be learning from the story issues 3 and Reach suffered. Also no armour lock.

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          • And so it begins.

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          • O.O

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