I thought this was a pretty good interview, and while there's clearly a lot he can't talk about yet, gives some great hints and confirmations of things.
Pretty encouraging given the price.Hamilton: Would you put it on par with the original story length from vanilla Destiny? Is it closer to that or an expansion?
Smith: The number of selectable activities in the director is much closer to vanilla Destiny than it is to any of the DLCs.
Patrols are getting refreshed across the board.Smith: I think that’s a great question and one I would really be concerned about too as a player… There’s a fully-realized campaign, cinematics, I believe there’s a story up today that says they’re skippable… It’s a rich campaign that’s gonna continue the story in the Destiny universe. Rich campaign, cinematics, story-telling, a bunch of new strikes—we’re not talking about how many—there’s patrols. We’ve updated patrols all across the game world.
New endgagme activities.Smith: The number of selectable activities in the director is much closer to vanilla Destiny than it is to any of the DLCs. There is a lot of content in the game for players. One of the things we’re doing is introducing a bunch of content in the endgame, so there’ll be new stuff to do in the endgame that’s not just your ritual activities. We want players to have sort of new stuff to uncover, and we’re not talking about any of that yet, of course, but I’m really excited to talk about it later this year.
Prediction: we get more difficulty / gameplay modifiers that are deployed to replace level scaling.Schreier: In PVE, something that’s frustrated us a lot is that sometimes to ramp the difficulty up instead of adding new encounters or challenges, you guys just raise the level cap higher than players can get. That happened with Crota on hard and it happened with Prison of Elders—is that something you guys are going to continue to do? Is it something you saw as a temporary solution?
Smith: I think that we’re not gonna talk too much about difficulty today, but I will say that I empathize completely with those concerns and the level delta stuff has been a source of controversy and discussion internally. And when we unpack the way the game’s gonna work later this year I hope that people see that we’re learning and reacting to those criticisms.
The explorability of the Dreadnought sounds fooking awesome.Smith: We hope not only that it’s—you don’t get to see everything at once, but we also hope that a bunch of things that you see as you’re adventuring around the Dreadnaught, at some point you’re like ‘oh my gosh, I wonder if that’s a portal’ and then you figure out what it does. Or you see a sliver of light in the distance and you see a treasure chest out there and you’re like ‘oh my gosh how are we gonna get out there?’ And then when you get out there, and you try to open the treasure chest, it’s locked. And now you’re like, ‘well now what, how do we figure this out?’ That’s definitely one of those design rules we have, which is to make a destination that feels a little bit different.
Taken King is going to feel very much like a re-launch of the game.