hunchback
Member
Yup.
I also believe this.
Same here. When I finally did try PvP it was unplayable. You have almost no chance of surviving very long in PvP if you are level 10.
Yup.
I also believe this.
Same here. When I finally did try PvP it was unplayable. You have almost no chance of surviving very long in PvP if you are level 10.
I'm sure Joe was giving a nice choice job at MS. I just hope he does some VO work on some grunts for Halo 5.
They could tell you of a great development cycle, years ago...how Bungie was crippled. They could tell you about the power of Activision, the industry's ancient enemy. There are many tales told throughout the internet to frustrated gamers. Lately those tales have stopped. Now... the gamers are frustrated anyway.
Activision probably called and asked Bungie to deliver the game in small chunks to generate more profit through DLCs and season passes. The only problem is that people will probably not eat the DLC blindly like they thought and Destiny will end up being one of the biggest failures of our generation. $400 millions of fucking dollars for a tragically bad FPS that brought NOTHING new to the genre. Probably one of the most overhyped products of all time.
The entire OP's quote is just speculation which is understandable. When a game with potential ends up in tatters and chunks of it's original form, people want answers. For example, I still today wonder what the deal with Colonial Marines was. Sure, we know about the potential money-hatting and the outsources but there are blanks to be filled.
Personally, on topic, I think something shady happened. The past 2 years have been shady in general when discussing Bungie. Marty O'Donell was fired "without cause", the lead writer jumped ship for undisclosed reasons, the story and game world clearly had a hacksaw taken to it and now we have the discovery of unfinished and locked on-disc DLC.
This isn't really the Bungie we knew from the Halo days. Most of them hopped onto 343i's team IIRC. This is a shell of the original Bungie and whatever is happening over their and at their meetings with Activision is some shady business. I hope maybe someone will be able to shed a proper light because I'm let down, dumbfounded, and curious as to what hell is going on.
Maybe in 10 years.So any guesses if the media will get a chance to ask Bungie all of our questions?
Alex Seropian--Co-founder of Bungie with Jones and main brainchild of Bungie's pre-Halo games (Pathways into Darkness, Marathon, Myth). Left after Halo: CE after being displeased with the game's development process. Goes on to found Wideload Games, which though mostly unsuccessful, did produce the cult-classic Stubs the Zombie: Rebel without a Pulse.
*sigh*
I guess my lack of enthusiasm from Destiny in general mainly stems from the fact that the guys I think of as "Classic Bungie" aren't even working there, save Jason Jones who I'm rather ambivalent about overall (though I'm sure he's a fantastic programmer by this point).
(WARNING: LOVE LETTER TO BUNGIE PAST MEMBERS INCOMMING!)
Alex Seropian--Co-founder of Bungie with Jones and main brainchild of Bungie's pre-Halo games (Pathways into Darkness, Marathon, Myth). Left after Halo: CE after being displeased with the game's development process. Goes on to found Wideload Games, which though mostly unsuccessful, did produce the cult-classic Stubs the Zombie: Rebel without a Pulse.
Jaime Griesemer--Joined Bungie post-Halo: CE and was a lead/co-lead designer on Halo 2, Halo 3 and Halo Reach. Left shortly after Reach. In several interviews he clearly champions the concept of solid weapon balance both in campaign and multiplayer.
Marcus Lehto--Joined Bungie during Halo: CE development starting as a basic art designer but eventually became lead/co-lead art designer of Halo 3, ODST and Reach. Left shortly after Reach. All around cool guy (had his face mapped for some of the marines in CE) and was big into the stylistic development of Forerunner architecture.
Frank O'Connor--Joined Bungie during the Halo 2 era and served as bungie.net community leader. Left Bungie after it's split with Microsoft and joined 343 Industries. Also know as: Frankie, Stinkles, Hamish Beamish, The Great One
Joe Staten--Joined Bungie circa 1997. Left Bungie Sept. 2013 and rejoined Microsoft Studios as a creative director in Jan. 2014. Joe knew what a good story was, and what to show and then what to tell. From interviews, it's painfully evident how passionate this guy is about story/lore/etc. Hell, he wrote one of the Halo novels. The failures of Destiny's story happened in spite of him, not BECAUSE of him. Another guy I loved to hear from in ViDocs and interviews and can't help but wish him all the best going forward. Also known as "that Hobbit guy that voiced the Grunts in Halo". SHORT PEOPLE PRIDE!
Marty O'Donnell--Joined Bungie in 1998 not long after working as an audio producer for a little gem called "Riven the Sequel to Myst". Was fired without cause from Bungie in April 2014. What can be said about Marty that hasn't already? Has composed soundtracks that surely define a generation and will be remembered for years to come. Defining moment: during a Halo 2 voice recording session, Jen Taylor asks Joe Staten what's going on in the scene. After Joe rambles on about Covenant backstory for a minute, Marty interrupts him to tell Jen simply, "you're angry". Love ya Marty. Whatever you do next with your career, wish you the best of luck as well.
(END LOVE LETTER)
*sigh*
I guess my lack of enthusiasm from Destiny in general mainly stems from the fact that the guys I think of as "Classic Bungie" aren't even working there, save Jason Jones who I'm rather ambivalent about overall (though I'm sure he's a fantastic programmer by this point).
(WARNING: LOVE LETTER TO BUNGIE PAST MEMBERS INCOMMING!)
Alex Seropian--Co-founder of Bungie with Jones and main brainchild of Bungie's pre-Halo games (Pathways into Darkness, Marathon, Myth). Left after Halo: CE after being displeased with the game's development process. Goes on to found Wideload Games, which though mostly unsuccessful, did produce the cult-classic Stubs the Zombie: Rebel without a Pulse.
Jaime Griesemer--Joined Bungie post-Halo: CE and was a lead/co-lead designer on Halo 2, Halo 3 and Halo Reach. Left shortly after Reach. In several interviews he clearly champions the concept of solid weapon balance both in campaign and multiplayer.
Marcus Lehto--Joined Bungie during Halo: CE development starting as a basic art designer but eventually became lead/co-lead art designer of Halo 3, ODST and Reach. Left shortly after Reach. All around cool guy (had his face mapped for some of the marines in CE) and was big into the stylistic development of Forerunner architecture.
Frank O'Connor--Joined Bungie during the Halo 2 era and served as bungie.net community leader. Left Bungie after it's split with Microsoft and joined 343 Industries. Also know as: Frankie, Stinkles, Hamish Beamish, The Great One
Joe Staten--Joined Bungie circa 1997. Left Bungie Sept. 2013 and rejoined Microsoft Studios as a creative director in Jan. 2014. Joe knew what a good story was, and what to show and then what to tell. From interviews, it's painfully evident how passionate this guy is about story/lore/etc. Hell, he wrote one of the Halo novels. The failures of Destiny's story happened in spite of him, not BECAUSE of him. Another guy I loved to hear from in ViDocs and interviews and can't help but wish him all the best going forward. Also known as "that Hobbit guy that voiced the Grunts in Halo". SHORT PEOPLE PRIDE!
Marty O'Donnell--Joined Bungie in 1998 not long after working as an audio producer for a little gem called "Riven the Sequel to Myst". Was fired without cause from Bungie in April 2014. What can be said about Marty that hasn't already? Has composed soundtracks that surely define a generation and will be remembered for years to come. Defining moment: during a Halo 2 voice recording session, Jen Taylor asks Joe Staten what's going on in the scene. After Joe rambles on about Covenant backstory for a minute, Marty interrupts him to tell Jen simply, "you're angry". Love ya Marty. Whatever you do next with your career, wish you the best of luck as well.
(END LOVE LETTER)
Honest question.
What's the difference between the minimalist/nonsensical story of Dark Souls and Destiny?
I enjoy both games, but nobody really hammers the Souls games for their lack of plot like what is happening now with Destiny. You could argue that they are similar games in the "shared universe" action RPG sense. They both start off with "you were dead, now you're awake, go do something." Both games have few characters with bad or odd voice-acting. Both rely on the player to analyze lore to find any true meaning in their actions.
Is the difference simply hype/budget/perception/marketing?
Bingo. Add in "developer pedigree" as well, I imagine.Is the difference simply hype/budget/perception/marketing?
Adorable stuff. (no /s)
One little niggling thing though is that Griesemer didn't join Bungie post Halo CE. He worked on Halo CE. Hell, he even did the Meg egg.
I didn't have very high hopes for DD's story, so having a sort of novel twist to it all at least gave it SOMETHING. Seems this could've had it with the Traveler/Darkness stuff but we don't really know how or if they're going to run with that. Could well have cut it out to serve as a big second game twist rather than a Flood-esque twist.This makes me sad, reminds me the dissapointment felt with Dragon's Dogma story.
.. "for development costs, not anything close to 500 million." Yeah this doesn't counter anything as that 500 million was said to include the marketing. "Nothing anything close" could mean practically anything anyway, for example 450 development costs + 50 million marketing costs (the marketing costs are likely to be a lot bigger though).“For marketing you'd have to ask Activision people, but for development costs, not anything close to $500 million,” Parsons told GameIndustry International in an interview.
This doesn't say much either. Obviously they'll be able to use a lot of the assets and such for the future games in the franchise.“I think that speaks a lot more to the long-term investment that we're making in the future of the product.”
Again, nothing new. Some of that 500 million is development costs and some of it is marketing. Also, obviously, the marketing doesn't market only one game, but the whole franchise. Making the franchise known just comes along with marketing for the first game.And the $500 million budget is many things. It’s production, and it’s marketing. It’s everything. You can see some of the money when you look at the game’s presence at E3. Every time you see a commercial for Destiny you’re seeing some of that cost. The $500 million isn’t the cost to make a single game, it’s the cost to get a franchise rolling, in the public eye and ready to ship.
That's right. We don't know.$500 million is a huge sum for a single game, but it’s merely an impressive number when you look at the possibility of three or more games stretched across the ten-year deal that Activision signed with Bungie. We don’t know what that budget means, how it’s broken down, or if the other games will require other discrete investments from Activision once Bungie has shipped, but the conversation around the number and what it means is deeply flawed.
Nothing new really. Obviously a lot of the costs involved in the first game also benefit the future games in the franchise.This isn’t the price of one game, this is the amount of money Activision is willing to spend to create a framework from which to launch multiple games, post-launch content, and the tools and technology to ideally allow easier and faster development on the sequels.
Destiny is a lot more structured than the Souls games. The game has cutscenes, it has lots of characters and locations, it insists that the world it inhabits is interesting and worth fighting for. It introduces all those elements, and it just lets them sit there. The Souls games leave those elements under the surface, and they, like everything else in those games, are left to the player to uncover and decipher for themselves. The minimalism just doesn't make sense in Destiny.Honest question.
What's the difference between the minimalist/nonsensical story of Dark Souls and Destiny?
I enjoy both games, but nobody really hammers the Souls games for their lack of plot like what is happening now with Destiny. You could argue that they are similar games in the "shared universe" action RPG sense. They both start off with "you were dead, now you're awake, go do something." Both games have few characters with bad or odd voice-acting. Both rely on the player to analyze lore to find any true meaning in their actions.
Is the difference simply hype/budget/perception/marketing?
Honest question.
What's the difference between the minimalist/nonsensical story of Dark Souls and Destiny?
I enjoy both games, but nobody really hammers the Souls games for their lack of plot like what is happening now with Destiny. You could argue that they are similar games in the "shared universe" action RPG sense. They both start off with "you were dead, now you're awake, go do something." Both games have few characters with bad or odd voice-acting. Both rely on the player to analyze lore to find any true meaning in their actions.
Is the difference simply hype/budget/perception/marketing?
Awesome post btw
Was debating on rebuying Destiny on XboxOne (have white one on preorder), but still waiting to see whats Bungie's next move is...
Honest question.
What's the difference between the minimalist/nonsensical story of Dark Souls and Destiny?
I enjoy both games, but nobody really hammers the Souls games for their lack of plot like what is happening now with Destiny. You could argue that they are similar games in the "shared universe" action RPG sense. They both start off with "you were dead, now you're awake, go do something." Both games have few characters with bad or odd voice-acting. Both rely on the player to analyze lore to find any true meaning in their actions.
Is the difference simply hype/budget/perception/marketing?
Huh? Infinite's story was great. What supposedly happened?
Except Infinite make changes to gameplay and managed to incorporate some of the story elements from the trailers into the final game.
This is a great post, and I think a lot of people are feeling this right now. Surprised Letho left awhile ago when he did. It's a bummer watching the Halo 2 BTS doc and seeing Marty & Staten talk about each other.*sigh*
I guess my lack of enthusiasm from Destiny in general mainly stems from the fact that the guys I think of as "Classic Bungie" aren't even working there, save Jason Jones who I'm rather ambivalent about overall (though I'm sure he's a fantastic programmer by this point).
(WARNING: LOVE LETTER TO BUNGIE PAST MEMBERS INCOMMING!)
Alex Seropian--Co-founder of Bungie with Jones and main brainchild of Bungie's pre-Halo games (Pathways into Darkness, Marathon, Myth). Left after Halo: CE after being displeased with the game's development process. Goes on to found Wideload Games, which though mostly unsuccessful, did produce the cult-classic Stubs the Zombie: Rebel without a Pulse.
Jaime Griesemer--Joined Bungie during development of Halo: CE and was a lead/co-lead designer on Halo 2, Halo 3 and Halo Reach. Left shortly after Reach. In several interviews he clearly champions the concept of solid weapon balance both in campaign and multiplayer.
Marcus Lehto--Joined Bungie during Halo: CE development starting as a basic art designer but eventually became lead/co-lead art designer of Halo 3, ODST and Reach. Left shortly after Reach. All around cool guy (had his face mapped for some of the marines in CE) and was big into the stylistic development of Forerunner architecture.
Frank O'Connor--Joined Bungie during the Halo 2 era and served as bungie.net community leader. Left Bungie after it's split with Microsoft and joined 343 Industries. Also known as: Frankie, Stinkles, Hamish Beamish, The Great One
Joe Staten--Joined Bungie circa 1997. Left Bungie Sept. 2013 and rejoined Microsoft Studios as a creative director in Jan. 2014. Joe knew what a good story was, and what to show and then what to tell. From interviews, it's painfully evident how passionate this guy is about story/lore/etc. Hell, he wrote one of the Halo novels. The failures of Destiny's story happened in spite of him, not BECAUSE of him. Another guy I loved to hear from in ViDocs and interviews and can't help but wish him all the best going forward. Also known as "that Hobbit guy that voiced the Grunts in Halo". SHORT PEOPLE PRIDE!
Marty O'Donnell--Joined Bungie in 1998 not long after working as an audio producer for a little gem called "Riven the Sequel to Myst". Was fired without cause from Bungie in April 2014. What can be said about Marty that hasn't already? Has composed soundtracks that surely define a generation and will be remembered for years to come. Defining moment: during a Halo 2 voice recording session, Jen Taylor asks Joe Staten what's going on in the scene. After Joe rambles on about Covenant backstory for a minute, Marty interrupts him to tell Jen simply, "you're angry". Love ya Marty. Whatever you do next with your career, wish you the best of luck as well. Also known as: Marty the Elder, Supreme Allied Commander of the Marty Army
(END LOVE LETTER)
Adorable stuff. (no /s)
One little niggling thing though is that Griesemer didn't join Bungie post Halo CE. He worked on Halo CE. Hell, he even did the Meg egg.
Honest question.
What's the difference between the minimalist/nonsensical story of Dark Souls and Destiny?
I'm not complaining about the DLC. I just wasn't impressed enough by the regular game to "resub", so to speak. I'll never play that content unless it's on a steep discount. I'm also not sure I'll purchase the large expansion next year.
I'm just so disappointed by the whole thing.
The story is certainly spartan but it's hardly any worse than 95% of videogame storytelling, as much as the hyperbole to contrary is flying around here. It leaves much to be explained but I rather like that approach given the scope of what seems to be intended for this game world over the next several years. I'm fine with the story playing out more as disconnected vignettes and leaving the bigger picture shrouded in mystery. That's frankly been Bungie's strength in storytelling, IMO. Once they reveal how everything ties together, it tends to get very mundane and uninspiring. They're best at crafting beautiful worlds to explore (and shoot lots of stuff in) while driving story slowly forward with minimalist detail to keep the intrigue high. It works for me.
(WARNING: LOVE LETTER TO BUNGIE PAST MEMBERS INCOMMING!)
..........
(END LOVE LETTER)
Honest question.
What's the difference between the minimalist/nonsensical story of Dark Souls and Destiny?
I enjoy both games, but nobody really hammers the Souls games for their lack of plot like what is happening now with Destiny. You could argue that they are similar games in the "shared universe" action RPG sense. They both start off with "you were dead, now you're awake, go do something." Both games have few characters with bad or odd voice-acting. Both rely on the player to analyze lore to find any true meaning in their actions.
Is the difference simply hype/budget/perception/marketing?
Indeed. Halo, for as much shit as I give Bungie and 343 for indulging too deeply, is always coherent and I can tell you what the fuck is going on even if I think it's Saturday morning cartoon-level of dumb. Destiny doesn't even frame each mission particularly well compared to Halo's thinnest moments. Destiny is easily the worst Bungie title for its storytelling and I don't even value storytelling in most action games to begin with.It may work for you but I disagree that Halo used the same type of storytelling. Halo took a very direct, and epic, approach to it and people loved them for it. They were expecting a similar type of story structure with destiny but it's nowhere near close. In Halo I feel like I'm actually traveling from one unique location to the next. In Destiny I feel like I'm going from shooting box #1 to shooting box #2. The story is at best a slightly improved version of MMO grind questing backstories. The kind of stuff most gamers don't pay attention to because it's not worth their time. It's telling when quest dialogue is played as background noise over a loading screen rather than having its own real screen time.
https://www.reddit.com/r/DestinyThe...someone_from_bungie_or_activision_who/ckvowy2
I assume this has been mentioned already?
https://www.reddit.com/r/DestinyThe...someone_from_bungie_or_activision_who/ckvowy2
I assume this has been mentioned already?
"I can confirm that there were sudden and abrupt changes in the development of Destiny less than a year ago. There was tension between higher ups the entire time we were developing the title due to a lack of cohesion about the vision for the game. One side wanted this huge space epic, like an MMO Mass Effect and the other side was not convinced that would sell and wanted to pare things back to more "easily accessible" standards. They were afraid too much story elements and cut scenes would drive players off.
Then Joe left and everything just fell apart. By the time we were 7 months out to release, word came down that we were making massive revisions to the game's story. Huge portions of dialogue were excised and I think several recordings were redone to support the new narrative. Entire areas that would have been in the final game were removed, but some of the context wasn't, which explains weird reactions from NPCs and strange, unexplained motivations. We had a guy come in to write the grimoire cards who was given access to the original script with notations on what was cut and what needed to be revised in order to make this zombie of a game seem plausible.
All of the Last City factions had their storylines and dialogue cut, the Guardian's initial introduction to the Tower and the Last City was cut, and ALL the origins were homogenized down to the one originally used for Exo characters.
Most of what was cut was planned to be re-polished into DLC, but it's all there on the disc. Not all of it is live on the servers, but it's all there on the disc. Some last minute art assets needed to be remade, which is what you'll be downloading.
It's an embarrassing disaster and not the game I thought would be published."
The music is awesome too bad the story is shit
Don't forget Paul Bertone (mission designer of AotCR <3 and a project lead on subsequent Halo's) and Brian Jarrard (though not a developer, he was a big part of Bungie's public face and community outreach as well as business development).
I miss old Bungie.
Honest question.
What's the difference between the minimalist/nonsensical story of Dark Souls and Destiny?
I enjoy both games, but nobody really hammers the Souls games for their lack of plot like what is happening now with Destiny. You could argue that they are similar games in the "shared universe" action RPG sense. They both start off with "you were dead, now you're awake, go do something." Both games have few characters with bad or odd voice-acting. Both rely on the player to analyze lore to find any true meaning in their actions.