Man Called Aerodynamics
Member
Pretty much what everyone had already guessed then... Scrapped and rebooted the story aspect of the game with only months left to pull something else together. And it really really showed.
Lets say a designer wants to go in and move a resource node two inches, said one person familiar with the engine. They go into the editor. First they have to load their map overnight. It takes eight hours to input their map overnight. They get [into the office] in the morning. If their importer didnt fail, they open the map. It takes about 20 minutes to open. They go in and they move that node two feet. And then theyd do a 15-20 minute compile. Just to do a half-second change.
No matter how controversial that original supercut was, surely it would have been better to go with it than scrap the whole story right?
Or, alternately, if it really was that bad, how did company management allow it to get so far in the first place? They should have decided to redo it way earlier.
Most of the development team was proud of the game, a source told me, and many were shocked to see harsh reviews; although most at Bungie had anticipated that players wouldnt love the story, the team thought Destiny made up for that deficiency in many other ways. One source says they had internal surveys pegging the Metacritic score at around a 90 average; it turned out to be a 76.
Is Jason Schreier (and Kotaku by proxy) one of the only gaming journalist doing long form articles anymore? Love reading these kind of articles with some research put into them.
In December of 2014, Diablo III director Josh Mosqueira and a few other members of his team at Blizzard came to Bungie for a talk, according to two people who were there. The parallels were uncanny; Diablo III had launched to commercial success in 2012 but saw a great deal of criticism from fans thanks to randomized loot, frustrating online DRM, and a lack of endgame content. Both games shared a publisher, Activision, that thought Destiny could redeem itself in fans eyes the way Diablo III eventually had after its release.
They basically came in and said, Look, heres our story of developing Diablo III and then bringing in [the expansion] Reaper of Souls, said one person who was at the Blizzard talk. They were saying, like, Hey, random numbers are not fundice rolls are not fun. You can give the illusion of randomness, but you want to weight it towards the player The only point you have to deliver on is that when people leave your gamebecause they willwhen they leave your game, they need to be happy.
People who were at the presentation say it was extraordinarily helpful for Bungies team. One source called it invaluable. Others said it drove some of the decisions they made for The Taken King. In previous interviews with Kotaku and other sites, director Luke Smith has talked openly about avoiding randomness and designing quests with guaranteed rewards, an approach that has served Destiny well throughout year two so far. Destinys meta-narrative has followed the same path as Diablo IIIs: It had a rocky launch, then the developers found redemption.
Shaking my head.
Really makes you appreciate the team that developed the gunplay for Destiny, as it's far and away the best console shooting to date. The action just feels so damn good.
They were able to weather whatever storm was going on at Bungie and create some seriously kick-ass FPS gameplay.
Err what are you talking about? You didn't have to buy ttk for quality of life changesDifference between Reaper of Souls and the Taken King is that you would benefit of the changes without buying it (via the patch) The core game and story where there.
The Taken King demands you spend 40/60 euro again.
Is Jason Schreier (and Kotaku by proxy) one of the only gaming journalist doing long form articles anymore? Love reading these kind of articles with some research put into them.
The writing team Joe put together was ostracized, said one person who worked on the game. The story was written without writers.
Err what are you talking about? You didn't have to buy ttk for quality of life changes
The vast majority of reviews were ragging on it for the story.
If they hadn't had to cut out and reboot the whole thing it wouldn't have seemed so disjointed, and everyone would have had plenty of time to make enjoyable and logical missions like the Halo games had.
They, Activision, were justified in expecting 90+, and Bungie deserved to lose the bonus.
They are better off putting in the work to mimic the core gameplay in UE so they have proper tools to work with for future changes. Their tools right now sound like a complete disaster and will plague the game for it's entire existence.
Difference between Reaper of Souls and the Taken King is that you would benefit of the changes without buying it (via the patch) The core game and story where there.
The Taken King demands you spend 40/60 euro again otherwise you dont get the story etc (as far as I see)
Did they ad a story for vanilla owners to enjoy for free?
8 FUCKING hours to load, what the fuck is this shit.
Great work, Schreier.
decent article from Kotaku? Probably Jason Schreier...and it is!
There was a time when this was quite common in the industry.
It's why you saw a ton of companies doing massive technology overhauls focused on tools vastly above all.
The developers who didn't take that approach were not happy in the long run.
Your avatar is actually a good example. If you remember, early Fox Engine screenshots were actually quite ugly, but they were pouring all their efforts into the toolchain up front since they could always fix the graphics later, but the ability to develop the game as efficiently as possible had to be there as soon as possible.
Press sneak fuck DOING WORK
Great article. Do writers usually work so sequestered from the rest of the devs? I just can't fathom never checking in on the story and then being presented the final product only to think it's terrible.
Totally. My two favorite devs for a long, long time.Damn. That was awesome. Love the teaming up of the Blizz & Bungie devs.
There was a time when this was quite common in the industry.
It's why you saw a ton of companies doing massive technology overhauls focused on tools vastly above all.
The developers who didn't take that approach were not happy in the long run.
Your avatar is actually a good example. If you remember, early Fox Engine screenshots were actually quite ugly, but they were pouring all their efforts into the toolchain up front since they could always fix the graphics later, but the ability to develop the game very efficiently had to be there as soon as possible.
In December of 2014, Diablo III director Josh Mosqueira and a few other members of his team at Blizzard came to Bungie for a talk, according to two people who were there. The parallels were uncanny; Diablo III had launched to commercial success in 2012 but saw a great deal of criticism from fans thanks to randomized loot, frustrating online DRM, and a lack of endgame content. Both games shared a publisher, Activision, that thought Destiny could redeem itself in fans’ eyes the way Diablo III eventually had after its release.
“They basically came in and said, ‘Look, here’s our story of developing Diablo III and then bringing in [the expansion] Reaper of Souls,’” said one person who was at the Blizzard talk. “They were saying, like, ‘Hey, random numbers are not fun—dice rolls are not fun. You can give the illusion of randomness, but you want to weight it towards the player… The only point you have to deliver on is that when people leave your game—because they will—when they leave your game, they need to be happy.’”
Ok, have read it now, and I'm gonna trust the Bungie management on this one, they wouldn't have scrapped all that work without damn good reasons.
Statens original space-opera plan could have been a load of bloated horseshit, as opposed to the barebones bullshit we ended up with.
There are no winners here.
Glad we got the obvious out of the way. Now someone needs to find out what the fuck happened to MGSV.
Shin Megami Tensei 4's sequel: http://abload.de/img/smt41f9syr.jpg
Damn, just imagine what kind of game the original or Destiny 2 could be if their engine actually worked correctly. Multiple new zones, new raid. The game would actually match up to the ambitions that the team put forward.
There was a time when this was quite common in the industry.
It's why you saw a ton of companies doing massive technology overhauls focused on tools vastly above all.
The developers who didn't take that approach were not happy in the long run.
Your avatar is actually a good example. If you remember, early Fox Engine screenshots were actually quite ugly, but they were pouring all their efforts into the toolchain up front since they could always fix the graphics later, but the ability to develop the game very efficiently had to be there as soon as possible.