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[Kotaku] The Messy, True Story Behind The Making Of Destiny

honestly, I think Bungie made a lot of the right choices based on this article. If you're building a ten year franchise, it's probably better to keep the story vague at first if your initial cut comes out poorly. Better to have a vague base you can go any direction with than have a direction that may drive future installments of the game in the wrong direction. Spending six months essentially polishing the core gameplay was a fantastic idea - it's why I went from making fun of Destiny in the months before it came out, to pre-ordering it immediately after the demo. The gunplay is/was just that fucking good that it was able to excuse all of Destiny's other flaws in my eyes, and now they're patching up all the other aspects very well with The Taken King.
 
Ah there we go.

Always knew there was some story for why Destiny turned out the way it did, especially in Year 1. Very interesting.

Seemed a bit cold to the writer,XD I honestly can't see how the story could have been worse than it is now, or hell, worse than most MMO and shooter plots.
Makes you wonder what the original like. Rasputin in an Exo body?! That so cool!
But given the problems, I can see where concetrating of main gameplay rather than story was the right way to go. Better a good game with bad story, than a bad game with good story. And Activision, if Tony Hawk 5 taught us anything, doesn't care about delaying games to make them better.

But hopefully they have this shit figured out by Destiny 2. The fact they've apparently convinced Activision out of their previous expansion plan shows their willing to bump up against them, for some changes.
 

RSB

Banned
Access halo file ctrl-c

Open destiny ctrl-v


I dunno having the gunplay and action be good is the least that I expect from Bungie, and I have said the game rubbed me up the wrong way from the start, but my biggest issue with it has always been how disappointed in the final product I was.

I bought a console bundle for the game and the pre release marketing was something completely different from the game they presented. I was a Bungie fanboy, luke Smith was my man crush and when I played it I felt let down.

But personal feelings aside, this was a great article, kudos
The gunplay in Destiny is actually quite diffrent from Halo. In fact, I'd say they made it more similar to CoD and other modern console shooters, unfortunately. Really sad to see Bungie sabotaging their own game with all those awful accuracy and movement speed penalties (quite a shame considering how cool the movement options are)

Great article BTW.
 

Alucrid

Banned
What the hell? I thought Bungie is on the top of their game when it comes to engine tech. This is compounded by the fact they are backed with 500 million development dollars, you would think they would the top-tier class engine to make this game.

Then there's this tidbit:



Seriously, the game did that BAD?
I believe they mean in supplement to the 2 small dlcs they would release this year
 

Bry0

Member
Or, if you are compiling for four different platforms and architectures at once it would take a long time. Has fuck all to do with bungie's history of coding. Or any proof that older titles code was messy.

Just calling out an armchair 'expert'.

Yup, that is true too.
 
What the hell? I thought Bungie is on the top of their game when it comes to engine tech. This is compounded by the fact they are backed with 500 million development dollars, you would think they would the top-tier class engine to make this game.

Then there's this tidbit:



Seriously, the game did that BAD?


I'm guessing he's talking about the y2 dlcs that would happen next year. And since its Activision we're talking about, only way for them to get out of that part of the contract is to have a way to make up the "lost" revenue of selling those y2 dlcs
 

gazele

Banned
honestly, I think Bungie made a lot of the right choices based on this article. If you're building a ten year franchise, it's probably better to keep the story vague at first if your initial cut comes out poorly. Better to have a vague base you can go any direction with than have a direction that may drive future installments of the game in the wrong direction. Spending six months essentially polishing the core gameplay was a fantastic idea - it's why I went from making fun of Destiny in the months before it came out, to pre-ordering it immediately after the demo. The gunplay is/was just that fucking good that it was able to excuse all of Destiny's other flaws in my eyes, and now they're patching up all the other aspects very well with The Taken King.

Maybe the moral of the story should be not to make a 10-year plan before the first game even comes out?

How about making a game that reviews and sells well where people enjoy the story and then working on sequels?
 

_woLf

Member
The issue with their editor load times sounds like a complete disaster. No wonder it takes them so long to release updates. That should be priority #1 to get resolved.

The osiris/stranger stuff sounds so cool too :(
 

Bold One

Member
honestly, I think Bungie made a lot of the right choices based on this article. If you're building a ten year franchise, it's probably better to keep the story vague at first if your initial cut comes out poorly. Better to have a vague base you can go any direction with than have a direction that may drive future installments of the game in the wrong direction. Spending six months essentially polishing the core gameplay was a fantastic idea - it's why I went from making fun of Destiny in the months before it came out, to pre-ordering it immediately after the demo. The gunplay is/was just that fucking good that it was able to excuse all of Destiny's other flaws in my eyes, and now they're patching up all the other aspects very well with The Taken King.

In part I agree, its what made the mystery a fun-ish ride, having to piece things together from lore videos helps but goddamn, there's being vague and then there telling you fuck'all

The lore is so dense and rich, it led me to conclude that the senior aren't really the bad guys here, Bungie has often struggled to tell a coherent story, they were somehow able to get away with it for the Halo games.
 

conweller

Neo Member
The general standard of blaming management/business decisions seems to match up with the story being scrapped. But the terrible map editing sounds like straight up bad development. I'd be interested in hearing the positive aspects of what sounds like a terrible set of tools.
 
Wait, Bungie is committed to an yearly release schedule with Activision (for big expansions or a game)?

WOW.

Expect almost everything being released to have 50% or less of what they originally planned.

honestly, I think Bungie made a lot of the right choices based on this article. If you're building a ten year franchise, it's probably better to keep the story vague at first if your initial cut comes out poorly. Better to have a vague base you can go any direction with than have a direction that may drive future installments of the game in the wrong direction. Spending six months essentially polishing the core gameplay was a fantastic idea - it's why I went from making fun of Destiny in the months before it came out, to pre-ordering it immediately after the demo. The gunplay is/was just that fucking good that it was able to excuse all of Destiny's other flaws in my eyes, and now they're patching up all the other aspects very well with The Taken King.

So, it's just costing you 120$ for the game that was supposed to be there for 60$.
 

Grinchy

Banned
Even when the article just vaguely describes the story elements that were cut, I'm bored to tears. I don't know who ever thought the universe, characters, or storylines were ever interesting.

This was a really cool article to read though.
 

Zyae

Member
“Let’s 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 didn’t fail, they open the map. It takes about 20 minutes to open. They go in and they move that node two feet. And then they’d do a 15-20 minute compile. Just to do a half-second change.”



Thats insane. This is why developers licence engines..
 

SeanR1221

Member
What a mess. Add me to the list that figured a lot of problems were caused by Activision. Bungie really shit the bed on this.

It also confirms my biggest fear. We're going to be drip fed content from the live team. Nothing similar to TDB or HoW. It's what I figured, and it sucks. Here comes the micro transactions.
 

pantsmith

Member
Another reason why Destiny felt so empty and hollow. I'm just so happy they sold it back to us for more money!

Its not like they removed a piece of the game and sat around waiting to sell it back to you down the line - this is an enormous development undertaking where they spent two years reworking existing assets into entirely new functions.

The idea that we were somehow robbed and extorted of content we originally paid for is divorced from everything this well researched article would suggest, not to mention it ignores the reality of game development.
 

Valor

Member
The issue with their editor load times sounds like a complete disaster. No wonder it takes them so long to release updates. That should be priority #1 to get resolved.

Yeah. Agreed. Suddenly everything makes sense. Like I'm sure load times usually aren't too great when making changes to something that massive but taking 8-9 hours to make changes is crazy.

I'm very pleased with free content being added slowly over time. Hopefully they can really figure out how to right the ship for the 2016 release so the next few years will be much smoother sailing.
 
I hope Jones still thinks butchering everything was the right thing to do.
Even if they kept the original story, would we have ended up with the Dreadnought in vanilla Destiny? Or the other locations that were cut?

I've always seen Bungie as a skilled developer house, but not really a quick one.
 

Nocturno999

Member
Looks like they will have to start making Destiny 2 with a new engine and a more coherent plot.
How are they going to make a sequel while keeping the first game alive with fixes and new content?
 

Valor

Member
Looks like they will have to start making Destiny 2 with a new engine and a more coherent plot.
How are they going to make a sequel while keeping the first game alive with fixes and new content?

They have another company helping them make the sequel, so the burden isn't completely on Destiny. Outsourcing stuff and all that. You only need a (comparative) handful of people working on the content right now and in the future since the next major release is going to be the 2016 sequel.
 

Alebrije

Member
Wow , a 10 year project. That is why you can not have a focus plot and story since the begining.

They tried to go beyong and ended losing time and credibily , why you want to run if you can not even walk.

I find very difficult to get a 10 years project universe like Star Wars since the begining , why did Jorge Lucas keep making SW movies ? Because the first one was a hit. You start with a hit and then move to the next one , walk then run.
 
And since the story was recreated from near scratch, I guess the rumors about the grimoire cards being a relatively last minute effort have even more of a ring of truth to them.
 

Vilam

Maxis Redwood
Mmm, can't wait for next week's Bombcast.

More seriously, the microtransaction vs DLC model continues to sound disappointing to me. I want those two DLC drops each year in addition to the major releases. I hope that whatever content they drip feed out instead ends up being as substantial, but I have serious doubts about that. It does sound like it was absolutely necessary given the development situation at the studio though - the schedule they were on along with those tools doesn't sound sustainable.

Also, a Mars raid sounds fascinating. I've been wanting a raid against the Cabal since the beginning - I think they'd have some fantastic encounters.
 
This is so astonishingly embarrassing I felt the need to add it to the OP.

This is like when Respawn revealed that Insomniac's engine circa 2010-2011 had a 47 step process to import an art asset.

In case anyone is wondering why Epic and Unity get a ton of business, bask in the glory of internal one studio engines.

But Luminous Engine looks sooo good!!

I wish we could have a piece like that on FFXV, I'd even pay for it.
 

AngryMoth

Member
Great read.

Must be tough throwing away so much work. Sounds like the top level management really fucked up waiting so long before realising they didn't like the direction of story.
 

El Sloth

Banned
Amazing job by JSchrier. Well fucking done, man.

I really hope Bungie can get some help from outside developers or Activision to help them overhaul that complete terrible sounding engine.
 

Ovek

7Member7
It all sounds about right if the "leaks" about the story posted on Reddit just after Destiny launched.

The only thing that makes me raise an eyebrow is the level design tool load times, can't be right surely.
 
Let me get this straight... Activision were not the bad guys, almost every bad decision was by Bungie themselves... Wtf...
I mean if they keep up with how Taken King is and keep improving it will be fine... But god damn what a rocky start. Let's hope they just create a whole new engine for Destiny 2.
 
Slow development tools drive me insane, if this is true I feel so bad for them :|

The main appeal for dev tools these days is efficiency and speed... so i can't imagine how bad this could have been to make destiny with tools like these.

Were they making destiny on pentium 1 with 3dfx voodoo cards or something ???

This is so slow.
 

Pie and Beans

Look for me on the local news, I'll be the guy arrested for trying to burn down a Nintendo exec's house.
The likelihood that we'll see 3 or 4 year old content in later expansions promoted as "new content" blows my fucking mind.

Paying circa £200 to get close to the original vision for Destiny 1 (thats before any of the intended "comets") highlights just how content starved Destiny was and how much they fucked up.

Without the "we made Halo! HALO!" protection shield, this studio would be dead. All the more depressing when hugely talented and efficient studios like High Moon are just folded into making more Destiny bilge with broken tools.
 

FyreWulff

Member
Thats insane. This is why developers licence engines..

You'd have to retrain everybody anyway.. might as well own your whole stack.

It's a growing pain EVERY engine goes through.

The likelihood that we'll see 3 or 4 year old content in later expansions promoted as "new content" blows my fucking mind.

This isn't going to happen and hasn't happened. Can't equivalize "was a post it note on a whiteboard" as "actual, fully functioning geometry, voice acting, AI encounters and scripting"
 
Can't wait for all the PR before Destiny 2 launches where the vaguely allude to making mistakes with Destiny and talking about how they have learned from their past mistakes and how Destiny 2 is going to be the best ever and blah blah blah...

Guess what Bungie? I wont believe you.
 

GhaleonEB

Member
Good article, and fills in a lot of blanks to a story we knew only the outlines of. I had wondered whether Staten left before or during the big rewrite, and this confirms the gutting of his story was the prompting for his exodus.

Bungie has long had struggles with the story in their games; Halo 2 and 3 went through big rewrites / edits late in development as well, but none that impacted the core game the way this one did. It contextualizes a lot about the missions, character and story bits that were left in.
 

FyreWulff

Member
Oh and Halo 3's levels were shown before Halo 2 came out and some were actually found gated off?

You didn't find them in Halo 2 because Bungie had tools to remove unused data in both Halo 2 and 3. But yes, Halo 3 is basically Halo 2's third act they had to chop off. Of course it wasn't DONE (because they would have shipped it), but it was prototyped.

Floodgate and Cortana in Halo 3 were essentially fully modeled in Halo 2.

oxboxproto.png


.. we only know this because Bungie writes postmortems a couple of years later, where they said the level was too big and it was cut into two pieces - the "intro" version in Floodgate and the rest became Cortana.

The reason you can find "future" geometry in Destiny is because Bungie has always made geometry first before any encounters are placed. They had to cut an entire, geometry complete level that never appeared again because they ran out of time to place the encounters in Halo 2. In the current mode of development, it's easier to just leave in-progress content in the build than rip it out.

Heck, a couple of the supposedly 'dlc on disc' locations were thrown out and replaced in the actual patch that let us go to those locations (like the Terminus on Venus).
 
I think this highlights how lucky Bungie were with Destiny, most studios would have died after this clusterfuck and their games another failure in the AAA industry.
 
You didn't find them in Halo 2 because Bungie had tools to remove unused data in both Halo 2 and 3. But yes, Halo 3 is basically Halo 2's third act they had to chop off. Of course it wasn't DONE (because they would have shipped it), but it was prototyped.

Floodgate and Cortana in Halo 3 were essentially fully modeled in Halo 2.

oxboxproto.png


.. we only know this because Bungie writes postmortems a couple of years later, where they said the level was too big and it was cut into two pieces - the "intro" version in Floodgate and the rest became Cortana.

The reason you can find "future" geometry in Destiny is because Bungie has always made geometry first before any encounters are placed. They had to cut an entire, geometry complete level that never appeared again because they ran out of time to place the encounters in Halo 2. In the current mode of development, it's easier to just leave in-progress content in the build than rip it out.

Heck, a couple of the supposedly 'dlc on disc' locations were thrown out and replaced in the actual patch that let us go to those locations (like the Terminus on Venus).
How many of halo 3's levels were already prototyped in halo 2?
 
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