interview

RPG Elements In Destiny Will Keep Players Coming Back

...at least that's what Bungie's lead investment designer on Destiny, Tyson "Ferrex" Green, is counting on. Watch this GameInformer interview to see him talk about what Bungie has learned from other games and where they are striking out on their own.

GameInformer Answers Its Own Question

For years now I've speculated that Bungie became independent from Microsoft in 2007 because the studio wanted to make games that weren't Halo but Microsoft wanted no part of that. This conclusion seemed (to me, anyway) to be strongly supported by the spinoff deal that set Bungie free in exchange (at least in part) for Microsoft keeping the Halo franchise. Any lingering doubts I'd suggest were expunged by Jason Jones in his last interview with Game Informer:

GI: Before Destiny, your team had been working on Halo for a long time. What prompted the move?

JJ: You already answered your own question.

There you have it. Incidentally, the interview has some other good information about Destiny, the difference between story and world-building, and other stuff. I'm waiting to see if they ask him about whether Destiny will have a Body Count... I mean, Slayer mode.

Angry Joe Interviews Urk And Deej

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Destiny - Angry Joe Interview

The Angry Joe Show interviews Urk and Deej of Bungie.

http://www.youtube.com/user/AngryJoeShow?feature=watch

Once again thanks to Xenos in the DBO Forum:

http://destiny.bungie.org/forum/index.php?id=10959

DigitalTrends Interviews Eric "Urk" Osborne About Destiny

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The solar system is your playground

Thanks to Xenos who pointed this interview out in the DBO Forum:

http://destiny.bungie.org/forum/index.php?id=10941

Destiny On PC: Not Yes, Not No

Urk from Bungie tells IGN that everything Bungie does on the backend for Destiny is platform agnostic, but the company still has not definitively announced, nor definitively denied, versions of the game for other platforms like PC or Mac.

Focus On The Guardians

Bungie's latest Community Focus features the Guardians of Destiny, makers of the excellent Guardian Radio podcast. Bungie also points out that the latest Guardian Radio episode features JPL scientist and Bungie fan Craig Hardgrove, whose work is also going to feature in a future episode of Anger, Sadness and Envy, coming up (hopefully) soon...

A Walk In The Woods

Dean Takahashi over at VentureBeat has posted a walkthrough essay and some photos of Bungie's studio where Destiny is now being made. Not a lot of new material, but until Bungie speaks at GDC there might not be too much more.

GameSpot: Destiny Is Not An MMO

Shaun McInnis, GameSpot Editor, has penned an article spelling out exactly what Bungie's new game, Destiny, is-- and is not:

"These are living, open worlds with evolving stories, changing time of day…and every one is full of players," says engineering lead Chris Butcher. "Destiny is an always online experience, but it's not an MMO."

Butcher is a pretty straight shooter-- plus there's no subscription fee, so there's that. Check out the full article to see what else will or won't be in Destiny, according to GameSpot.

Parsons' Destiny Is At Bungie

John Gaudiosi at PCWorld interviews Bungie's COO, Pete Parsons, about Bungie's new game, Destiny. In the interview, Parsons again confirms that an element some fans were worried would be omitted is in the game-- namely, solo play:

We want players to tell their own stories. We’re going to give them the ability to customize their character, and their experience. Then they’re going to go on epic adventures with their friends. You can play Destiny solo, but we believe that everything fun to do in Destiny is more fun when you’re playing with friends. It’s that unpredictable human element that will create the most important moments in Destiny.

The game may need to be online all the time, but it looks like you'll have the option of playing by yourself if that's what you want.

Breaking In Aaron Lieberman

Bungie's latest article in their Breaking In series of interviews is with Content Tools Team Lead Aaron Lieberman. He's working on Destiny's tools, the Grognok world editor and the Bonobo toolbox editor.

Bungie's Parsons Talks Halo, Destiny With VentureBeat

VentureBeat's Dean Takahashi has interviewed Bungie COO Pete Parsons about his role with the Halo and Destiny franchises originated by Bungie. Quite a few interesting tidbits in there, but perhaps the most interesting one reaffirms the origins of the idea behind the new IP:

Destiny is very much a product of everybody at Bungie, but its inception comes from Jason [Jones, co-founder of Bungie]. This is very much a vision that Jason has. Then, he gathers a small group of really talented people who have been here a long time, and they begin hammering on it. It's had multiple incarnations until it finally landed into what it is today. That's fun to watch. Not just on technology, but art and story. [...] As naive as this may sound, if Jason believes in something and he's ready to go for it, I'm in.

Be sure to read the full story at VentureBeat.

Destiny Reveal Coming In 'A Matter Of Weeks'

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Bungie Community Theatre, Act Two

In the second installment of Bungie Community Theater, Deej says that Bungie has been working for years "under the cover of darkness" on a new universe, but that what they've been creating will be unveiled "within a matter of weeks".

I say if he's wrong, the tiger should eat him.

Breaking In: From Spandex Palace to Bungie

Bungie logo

From this week's Breaking In interviewing Rachel Swavely it seems like motion capture is going to play a big role in what Bungie is doing with Destiny.

Seven Questions With Bungie's Max Dyckhoff

Bungie logo

max_dyckhoff_bungie copy Bungie AI programmer Max Dyckhoff last month mentioned a long-standing bug in Halo's driving code he'd found and eliminated. He was later kind enough to go into a bit more detail about how Halo's AI figures out how to handle driving and riding in vehicles.

Q: You're one of several active community members who went on to actually work at Bungie. How many Halo games have you worked on now, and what were your primary contributions to each?

A: I started at Bungie at the beginning of production on Halo 3, where I worked with Damian Isla on the AI systems. I spent some time adding a few AI features for ODST as well, such as Firefight, before moving on to Reach, where I have again been working on the AI team. For Reach I've added a bunch of great things like new flying behaviors, better vehicle driving, Elite combat, and so on. The AI team is typically very small, just 2-3 for most of Reach, but we get a lot done.

Bungie Rifles Through Case To Balance Halo

Jaime "Case" Griesemer, longtime Bungie designer, gave a talk at GDC about game balance in Halo, with some specific mention of the sniper rifle:

Spectacle, too, is important to keeping players in flow, with the sniper rifle creating a contrail and sound effects being subject to a delay over long distances. Such exaggerated causality makes the gun look good on YouTube, because viewers can easily see what's happened, and players don't break out of the game's flow in order to figure how what's just happened. And most sniper rifles aren’t fun, he claimed, because they don’t generate flow.

A full rundown of the talk is over at Edge Online.

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