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Right again re: level design and journey co-op (Destiny)

by Cody Miller @, Music of the Spheres - Never Forgot, Sunday, February 15, 2015, 20:38 (3805 days ago)

A while ago, I mused that the problems with Desiny's level design were due to the drop in / drop out mechanic of meeting players.

Well, this has basically been confirmed:

http://gamespresso.com/2015/02/15/destinys-cosmodrome-was-supposed-to-be-5-to-10-times-bigger/

Choice quote:

“We ended up condensing things to be closer and closer, and one of the biggest reasons we did that was we wanted players to see other players. And when you get a space that’s too big, you just don’t see anybody, it gets kind of empty and lonely. And the other problem is, we have a limit to the number of combatants we can have in a space at any one time.”

I again ask if occasionally running into players you will never play or interact with was worth gutting the level design. If it was too lonely, they should have designed the spaces with more bad guys, and a flow to the missions.


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