JavaScript is required to use Bungie.net

Forums

6/8/2013 9:25:43 AM
6
If it's going to be something that shocks players across the server, I imagine something that changes the spirit of gameplay in Destiny. In a single player campaign, players by themselves can be emotionally affected by a twist of fate, but what can be done to affect [b]entire servers of players all interacting in a single, grand world[/b]? If Bungie has an answer, we will find out soon enough. It is a profoundly awesome question to ask, though. I have an idea to share as an answer. Bungie has stated that our campaign in Destiny is heroic, hopeful, and what we do will affect the world we live in. [i]What if what we [b]didn't[/b] do affected it as well?[/i] What if it were possible to [b]fail[/b] and have there be [b]true, persistent consequences[/b] for a shortcoming? What would the player community think of an event such as that occurring? You can have missions that are building into an eventual canonical end of the game's campaign for your character, yet, for the peripheral events that may even simply be occurring by standard A.I. aggression, could unanticipated things happen without appropriate interruption? The video game [i]Defiance[/i] will have events that tie-in to the show, but will the events persist or have permanent impacts on the world the players participate in? Who knows, but the game developers are probably responsible for coding in all the changes via patches. I can only wonder if Destiny will work the same way for my evil, evil little plan below, considering that buildings themselves probably cannot be destroyed without making them already destroyed with the architecture methodology Bungie is using. I could think of an [i]artful[/i] contrivance of a scenario Bungie could plan out to make this idea of consequence vividly and (perhaps) painfully clear to the Destiny-playing community. You take a civilian-inhabited settlement, with sympathetic and relateable NPCs among them trying to make a life for themselves (can you tell how cruel this example is going to be, yet?), somewhere amidst the wild that is also inhabited at the time by a number of guardians who have interacted with the populace, and force an infinite and fast-flowing spawn of enemies of any race that makes sense to attack that settlement. The fast-flowing and infinite part is important. To make the occasion as dramatic as possible, make it something like a three-front battle situation, like Star Wars movies of old. Perhaps a space armada positioning for an orbital bombardment, an air/ground battle at the outskirts of the settlement, and a fateful duel of guns against an elite (and invincible?) saboteur team within the town's reactor facility... or something of that nature. All fronts would be threatening to destroy the settlement! If the guardians can keep them at bay, Bungie is doing it wrong; if the few guardians there call back-up and it's enough, still doing it wrong; if the entire available and attentive resource of players cannot stop the settlement from being infiltrated, the settlers cut down (men, women, [b]children[/b], gone forever), and/or the edifices glassed and burnt to the ground, that would send a vivid message about what this game is capable of... that Bungie's new world is not going to take it easy and wait around for you to simply conquer it. If you are going to push it, it will push [b]back[/b]. Reception will be the most difficult challenge in presenting such an experience, especially with the zealous, attentive, and perceptive fans that Bungie has. Many may notice such a contrived scenario as "too much like something out of Star Wars" (they'd be right for my example, because it WAS), "a doomed scenario we could not be expected to win" (also a true statement) and then "against what Bungie promised", citing Bungie's ideals of hope for the game (to which my example scenario is clearly in contradiction by being futile in the most dramatic way possible). Unfortunately, I can't expect to please a crowd that would focus more on the "winnability" of their experience than focusing on implications to be derived by the fact that the game [b]actually beat[/b] the players at something. Perhaps the deliberately forced nature of the idea is also over the top and makes itself fairly obvious as something the game cannot do by itself. Perhaps there is a more subtle, but impacting way to show the players that mistakes can be made. (Yes, I am thinking as I currently type.) I could imagine that some visionary in Bungie could figure out the best thing to do without going overboard in the eyes of too many people. Perhaps set something in motion within the A.I. factions' motivations and priorities that simply becomes a perfect storm of an incident someplace in the world, even as guardians notice it happening over time but simply cannot fight it back. This sort of manipulation would be hard to detect due to the subtle method of a simple redirection. It would be like the switching of a bishop with a queen, a specific lie being told in a political gambit, or the pulling of the last Jenga piece before the inevitable collapse. This probably isn't even the only other idea possible for this sort of presentation, but the effects on the players aware of the failure mechanic would nonetheless enhance the experience, especially in terms of emotional immersion. I would be thrilled for them to make it so every time a you, as a player, witness unusual behavior and movement of a faction thereafter, you shall think "I've got a bad feeling about this." And Qui-Gon will say "I don't sense anything, derp!" And you will say, "It's not about the mission at hand, master; it's something elsewhere... elusive". And while Qui-Gon is telling you to live in the now, you will already be on the global chat/hub/whatever and asking if anyone else is witnessing strange faction movements in relation to the context of your own observations. The game will become a massive cooperative operation the likes of which only EVE Online has ever seen... and THAT player base is still divided into pirates and separate corporations, while Destiny will be all of us united as one! (DAMN IT, I want it to be Monday evening already!)
English

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • First, I can't believe you knew you were going to write that much when you started writing.. :-) lol Second, Tangents aside, well said and a good read. We are all waiting for the next tidbits of information. I'm killing my phone 2-3 times a day looking for it coming up to E3. I think you have quite a few things correct in the ideas you present. There must be a relationship between the game and gamer. There also must be interest and curiosity, creativity and adversity. Not to mention pain and simple success and failure. That would be a very devious plot twist to set the gaming community up for an epic loss like that, but you're right, it would rub many people in the " good" wrong way. One of many pieces that is going to play a huge role is whether DESTINY lasts 10 years with DLC style content or DESTINY 2 takes its place in a few years. I think the Halo analogy was good, but what we all are after is a sense of adventure and discovery. That WOW moment when you think" This, is INCREDIBLE" I believe that Bungie is going to hit that Mark repeatedly with this game from what I've seen so far. Thanks for the post, it was worth the read. Sincerely Simon

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • You are correct. I had no idea I was going to ramble like that. It was an evolving thought from moment to moment. Thanks for the words. Sorry for the tangents. I feel that on the matter of releasing new content, Bungie may want to learn from the mistakes of some devs such as Capcom if they choose DLC. Besides that, there are all sorts of small considerations for how the future of Destiny is being planned to treat XB360 and PS3 users, considering they will be releasing the what may or may not be the single game upon which the rest of the project will be made around. I suppose we'll see what they have in store for us at E3.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • What a fantastic post. Thank you for that. Implications of failure... scary thought. Bungie wants to tie this game into all sorts of media, including mobile alerts. I couldn't help but picture everybody opted in for alerts getting a message at the same time saying something [with better writing than this], 'Entire armada approaching the Last City. Every guardian needed at 5 PST. This may be the end.' Something more dramatic though. So everybody logs in, everybody fights, and everybody fails. Ooooh man. Chills.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Edited by Arbiter 739: 6/8/2013 12:43:51 PM
    That was an interesting read, for sure. The concept of having the game beat the players, every player, would add a lot to any game, even if it can only happen on rare occasions. The sheer knowledge that they can lose on a grand scale would be intense. It also allows room for "hope", because then there would be something to hope [i]for[/i].

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • That's a pretty good idea, but that inspires more of an epicness than fear. The key to fear is isolation, which is why when chief faced the flood he was alone. The way for them to give that jolt of survival instinct is to separate players from each other, then give the feeling of not really being alone. I doubt there will be a sudden shift like the introduction of the flood because the destiny storyline is much more fluid, so it'd be more of an unexplored, "uninhibited" area. Perhaps, though, there could be a big event like the discovery of what almost forced us to extinction. It'd be a bit reaper-esc, but the concept is older than mass effect's story anyway.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • [quote]b]entire servers of players all interacting in a single, grand world[/b]?[/quote] There can only be a small handful of people playing alongside you at one time during story play.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon