interview

Rampancy and guests discuss Sony's $3.6B acquisition of Bungie LLC and what it means for the company's games and fans.

Thanks for participating in this video to:

Funkmon
Claude "Louis Wu" Errera, founder of Bungie fansite Bungie.net
Jeyl
Blackstar
Dan "Malagate" Perkins
Miguel "Freewill" Chavez, Bungie's #1 Fan

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...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.

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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?

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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

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

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

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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.

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Bungie's latest Community Focus features the Guardians of Destiny, makers of the excellent Guardian Radio podcast.

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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.

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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."

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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:

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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.

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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:

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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.

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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.

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[image:78171 align=right hspace=5 vspace=5 border=0 size=thumbnail] 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.

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