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Halo 2 was different (Destiny)

by narcogen ⌂ @, Andover, Massachusetts, Wednesday, October 21, 2015, 12:13 (3417 days ago) @ Schedonnardus

It sounded like it was more of a problem of the story not being written in such a way to accommodate non linear missions. Which baffles me because you'd think the first thing would be to clarify that in your pitch.


but is is linear.

  • get a ship
  • meet the speaker
  • go to the moon
  • meet the stranger
  • go to the reef
  • slay a gate lord
  • go to the black garden
  • ??
  • Profit


The only thing that is non-linear is that you can do the non-story missions/strikes when they become available, or later, or never. everything in destiny is "go here, do this." Heck, if you get lost, they eventually stick a waypoint up for you. But all of that is a mission layout issue, that really has nothing to do with the cinematic team, unless they were dictating to the design team.

I doubt we'll ever know for sure what happened. Destiny turned out to be a solid game, and they are making steady progress on the story-side.

Yup. Sounds to me more like Marathon Infinity than Halo 2.

They may have rejected the supercut's story in part because they wanted a nonlinear approach, but then they didn't actually implement that approach. The story, such as it is, still largely unlocks in a linear manner, one destination at a time, with only a few places where you can choose to do missions in a slightly different order that does not affect anything whatsoever.


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