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Destiny

Discuss all things Destiny.
Edited by CReAT0R: 12/13/2013 9:12:50 PM
14

Designing The RPG Elements Of Destiny

The next update is here! Enjoy. There's some really neat stuff in the video (interview with Tyson Green, Lead Investment Designer for Destiny), with a ton of references to other popular games with RPG elements such as Borderlands, Dark souls and more. Another thing that stuck out is the idea of failing and the learning curve behind Destiny's activities. There are instances where it is 'accessible' as he mentions, but the challenge is there for those who want it. On top of that is the idea that "there's really no wrong way to build a character", which IMO, is a huge relief.

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  • I swear I posted setting just like this and got like 3 opinions

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  • Dark Souls Reference-YES! What Dark Souls did, was changing something that got usual over time, and nobody thought about anymore. Back to swim or die. Thats something bungie does a lot! Thats one of the reasons their over the top!!

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  • Edited by KilljoyDetective: 12/14/2013 4:08:25 AM
    Difficulty similar to Dark Souls? I'm not sure I approve of that. That's mixing in some chemicals that might not go well together. When we have to take into account different elements like Shields and such, it's going to make it like we're playing Crysis 3 on Supersoldier difficulty. Auto-Aim was gone in that, there was no aiming reticule, your energy could be depleted by about 15 rounds if you didn't have Armor up, and it would also be used up very quickly if you didn't spread it out well. Bungie knows how to make the game better than me any day of the week, but I hope they incorporate that difficulty well. I'm not sure I'm looking forward to a game in a different genre that doesn't have what keeps you alive in Dark Souls, but are not customized to fit another and entirely different game. And then I see details about Monster Hunter...Which is a series where a moment's failure or hesitation means you're getting picked up and thrown around by a Rathalos. I hope this goes well, when the Beta arrives that will give me some signs and more details. What I don't understand about the commitment part, is that I'm playing something that has that right now. In A Realm Reborn, I'm locked into the Gladiator class until level 10, and then I can change into another discipline. Once I have a weapon for that other class, I can switch between them freely. Then I can be a Pugilist for this fight, and a Tanking Gladiator for another. That sort of "locked in until later" thing is out there a lot, there are few games that let you change on a whim like he seems to think, and I don't agree with him there. Plus, the game is synced up for everyone. While I'm in let's say section A fighting something, there can be someone fighting something else in section A-2, and if I have a moment, I can step in and bail that person out even if I'm not paired up with them in a party. There are no requirements to help them besides if I want to or not, and I get rewarded based on how much I contribute. Where is that factor in Destiny? What makes me more inclined to save that player that bit off more than he can chew? Am I risking my easily lost life for someone else for nothing? Or will I actually get rewarded for it instead of a temporary "thanks for bailing me out bro" before that guy scurries away glad that someone saved his ass. I'm genuinely curious about that.

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    • That was an astounding interview by that man. I would love to hear more from him. I thoroughly enjoy hearing about the direction they're taking, and what they're going for with substance rather than just 'we want something you have never seen before.' No- he compared it to things we can relate to, and that made this fascinating. It is great to hear about where they get inspiration. And comparing it to Dark Souls? Tops. Freaking tops. I adore the idea of not treating gamers as idiots as per [url=http://www.bungie.net/7_Destiny-Treating-Gamers-as-Idiots/en/Forum/Post?id=59785569#referred-burritosenior]my thread discussing the matter[/url], so him saying that we will be dying and that we will not be spoon-fed all the gameplay and story elements of the game really makes me happy. I love storytelling through odd means like Dark Souls did, such as through items, or signs, or even the environment itself. I really hope the other folks at Bungie listen to this man.

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      • Every new interview they release makes the next nine months seem a little longer. So glad that worthless loot was called out like that.

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        • Just to put this out therr he did say the story mode and some other stuff will be madr for a mire casual gameplay. When he said people will gomr back from a hard day work, they will want an easy game. And instant gratification.

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        • This is absolutely delicious. I miss his hat, but Tyson did a fantastic job of articulating their design vision for the game and as a fan of Dark Souls I entirely approve.

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          • every bit of info they release just gets me more and more excited for this game! thanks for linking it! its also interesting to hear that every build will be workable. im sure some will work better than other, but this means we will be able to customize our classes to our playstyles. as someone looking forward to healing a LOT of raids and perhaps even multiplayer games (that's right i play to win), this is a great sign. it means my offensive and support capabilities will be balanced for me. and even though i might be stuck with a build for a while, that just means i'll be learning what does and does not work the whole time. i love games like this.

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            • It is soooo satisfying to hear a developer discuss recent games and talk about their pros and cons that helped influence their decisions. Also nice to hear that there will be more challenging stuff that you can't just blow through.

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            • Talk about standing under a ray of hope. Hopefully more will come out so the forums can generate conversations and social planning that backs these design elements.

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            • Edited by FairlySplendid: 12/13/2013 9:31:31 PM
              This video was INCREDIBILITY reassuring. He basically said all the right things. Most importantly the lessons they learned from Borderlands' short-comings and the lessons they learned from Dark Souls' successes. - Destiny is an investment game. Not a gain the most XP game. - Parallels to Halo 3 Recon. The Recon achievement was challenging, co-operative, and the reward was coveted. - Destiny is a game where you will lose.... often. - Destiny has depth and must you learn and master its mechanics. - Loot drops will be less frequent, but more rewarding. Not randomly generated. - Private loot-streams (sort of old news). - Character builds are meant to encourage individuality but require investment. - Distinct choices that, in some cases, lock you in for a period of time to encourage commitment. - However, there is no wrong way to build a character in Destiny.

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              • It also have MMO elements raids. And public events.

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              • I'd wish more developers gave us their perspective on how they think games work and what makes 'em tick. Very insightful.

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              • Cheers for the update, is there anywhere else I can watch the video? Doesn't seem to work on my phone (Samsung something); is it anywhere else? Or is there a way ti watch it on Consoles? (Have a 360)

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