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What's wrong with multiples of four? (Destiny)

by Miguel Chavez, Thursday, May 07, 2015, 23:32 (3732 days ago) @ Kermit

They actually mentioned in one of the pre-game interviews that 3 was the perfect number for creating activities for. The mentioned how in Halo when you had 4 people the game became super easy, even on Legendary, and it was difficult to make it harder for 4 even with scaling built in. I don't know the full details of what they mean, but I definitely felt like that playing Halo. It does make a certain amount of sense too since scaling from 1-3 people will always be easier than scaling from 1-4 just because it's a smaller scale.


"...more players in a space doesn't always mean better gameplay. In fact, we learned from the work we did on previous Bungie games that three was very much the sweet spot for fireteams to be able to coordinate. It creates a triangle formation, so you can always have a good combatant experience and always be progressing."

Having played a lot of four-player Halo co-op, I can vouch for this. As much as I enjoyed it, there were lots of games where it felt like there was nothing left for me to shoot. I seldom feel that way in Destiny.

Raids are experiences that are designed to give all six players a job to do most of the time. It's a different beast.

It also has to do with the 'risk' factor. Three of us gives us *just* enough cushion that if someone fucks up, we can still pull a clutch. With four, you can basically split into two teams and have you're own 'games' if you so preferred; let your guard down and be a bit more careless, etc. I don't want that.

I'd love larger groups for more player interaction, but that'll probably be something for later, as a different game type. Right now as it is, it's perfect.

- M


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