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Pretty much what we all suspected (Destiny)

by dogcow @, Hiding from Bob, in the vent core., Tuesday, October 20, 2015, 14:16 (3558 days ago) @ Kahzgul

I'm pleased (gratified might be a better word, none of this news actually makes me happy) to see my supposition that the dev tools sucking is why the vanilla missions are all so homogenous and didn't have variable encounters or spawns in the vanilla release. It explains a lot, and is pretty much a best-case scenario for what went wrong, technically, with the game. Hopefully Bungie has hired some serious tools programmers to reboot the whole dev-side workflow and get more powerful (and faster) tools in the hands of the other devs.

Hearing about the state of the tools was news to me. I suspect that's destination for the job posting of "PC Game Developer." Someone(s) to cleanup & improve the tools, not someone(s) to port Destiny to the PC.

And yes, the rest of the story was pretty much "known". It makes me wonder if Destiny would have been better off with a more linear story as what we got was some crazy and confusing patchwork of encounters with a loose story hung on it. The strength of the Destiny story to me is the background, the grimoire. I personally would like the presentation of the story to be a linear thing, and then afterwards have an open world with quests, bounties, strikes, and raids to complete.


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