2001 Q&A
We had code running, back in Chicago, that spooled in and out geometry as you traversed an enormous world (an archipelago created during an ancient asteroid strike, back when the fortress worlds were planets and not rings), but our ideas changed. We wanted more fighting and less wandering. Action, not exploration. That giant world was sure cool, but it was more appropriate for an RPG game, which is not, in the end, what we decided to create.[/i]
This part here reminds me of their save system in the Halo games, and how they developed New Mombasa streets in ODST. It makes me wonder about lessons learned for Destiny.
Complete thread:
- IGN Interview is up -
marmot 1333,
2013-07-07, 07:12
- Bungie day is off to a great start! - Atsumi, 2013-07-07, 07:35
- IGN Interview is up -
Kermit,
2013-07-07, 07:35
- IGN Interview is up - Claude Errera, 2013-07-07, 11:15
- IGN Interview is up -
SonofMacPhisto,
2013-07-07, 11:30
- IGN Interview is up -
stabbim,
2013-07-08, 14:04
- IGN Interview is up - SonofMacPhisto, 2013-07-08, 15:13
- IGN Interview is up -
stabbim,
2013-07-08, 14:04
- Great insight into how his vision drives destiny - kidtsunami, 2013-07-07, 07:55
- IGN Interview is up - SigbiasSilva, 2013-07-07, 07:55
- Quit bugging him about the pistol - Axelrod vK, 2013-07-07, 09:50
- 2001 Q&A -
bluerunner,
2013-07-07, 11:00
- 2001 Q&A - SonofMacPhisto, 2013-07-07, 11:32
- Whoa. Nice catch! - ncsuDuncan, 2013-07-07, 16:47
- IGN Interview is up - MrPadraig08, 2013-07-07, 11:28