MondoXbox

Live your
passion!

Destiny: a chat with Bungie

Activision offered us the possibility of exchanging chat with Bungie, in the person of the Senior Community leader and Writer Eric Osborne, in relation to their already long-awaited Destiny . Continue to read the result of this chat.


The gameplay that we saw at E3 was something more associated with a classic linear shooter: keep the sandbox element Destiny for which Halo was so famous? For example, we will be able to meet huge areas filled with enemies and troops fighting with the opportunity to decide what to do, if you climb on a vehicle and run for the field or participate firsthand in the battle?

In Destiny, the most important thing is freedom. We want to provide players with a large number of activity with which to compare, regardless of their preferences. The gameplay that we showed at E3 had been chosen specifically to show co-op experience kinematics and a public event, in which more fireteam met in a vast public space to destroy a Fallen Devil Walker.  But this was just the tip of the iceberg. The fighting of Destiny are, without a doubt, what we call a "sandbox shooter", capable of supporting a large number of combinations that change the way the game is played by time. The player is in the middle of the action. Our enemies are smart. Our weapons are rich, customizable, and fun to use. Destiny offers is handtuned combat spaces to be enjoyed on foot, both vast spaces that encourage vehicular activity and exploration.

We have also seen how to work the public events: when an event starts, people will be able to decide whether to join it or continue their own way. How will this kind of matchmaking on the fly? There is the risk that too many people ignore a public event, leaving few to play it?

For one thing, the public events should be fun and rewarding. As with any meeting or in the game, if players do not have for us is a failure. So while we're always aware of Destiny as fluid, dynamic and unpredictable to be the players ' behaviors and the hard part is figuring out what to do if the players behave in an unexpected manner but rather design the game to allow emerging experiences. We believe that the stories of the players are extraordinary and vital to our success. If two friends were to decide to deal with a particularly difficult audience event and came out victorious, we want you to feel like two types really fucksters. We can even plan some nice prize for them, so they can show it off and show it with the other players.

Destiny seems to be much more extensive of the classic FPS: how intendant keep it always interesting, avoiding that dilute its own vastness? Meet "wow" moments with a good rate, and will always be different from each other?

Our aim is to ensure that the world of Destiny looks extremely large, with a lot of activities that players can face day after day and week after week. This is not simply to create more content as possible and insert them into the gaming experience. "Wow" moments make sense only if properly positioned, so that they are special. Large navigable space areas are worthy of the time of players only if there are important things to discover unique and fun stuff to do. With Destiny our goal is to change the boundaries of what gamers have come to expect from an action title, incorporating elements from some of our favorite genres and intessendoli to perfection in a world alive and persistent, that will evolve and expand over time with new activities, places and stories, while providing new grounds for revisiting areas that may have already been explored and discover something new. These are not just big words, but this is a colossal undertaking in which our team is engaged. We hope that Destiny will be surprising to her, in its entirety.

There are different types of players: those who prefer to enjoy yourself an epic story and immersive, those who just want to be playing multiplayer battle after another, ignoring everything else, and those who enjoy more social experiences how to share adventures with friends and meet new people. You will be able to provide something for each of them? And how?

Yes! All Destiny comes to provide players with interesting things to do, regardless of their mood or style of play. Our E3 demo mentioned kinematic History – Destiny will have a history rich in characters, immersive and memorable moments – but our primary objective was to show the training flight of a fireteam cooperativo in our public spaces and events. We are quite eager to show some of the other activities of Destiny – including competitive multiplayer and social spaces – but these will have to wait a while yet. We're still in pre-alpha, and there is much work to be done before we can show these modes to the level of quality that players have come to expect from us.

Destiny will arrive both on current consoles next generation ones: what the Xbox 360 and PS3 versions will differ from the other? Players can expect the same experience-except for the graphics-on every platform?

From the very beginning, we knew we wanted to create a game where players can enjoy regardless of platform choice. We are working hard to make sure that players get the same amazing experience of Destiny regardless of the platform on which they choose to play.

Creating Destiny were obviously taking advantage of the vast experience gained from the Halo series. What other IP-games, movies, books, comics, and so on-have influenced you in the game?

The influences of our team come from virtually anywhere. We are an eclectic group, very passionate about art and entertainment. Our ispierazione sources for Destiny range from directors such as Andrei Tarkovsky and Terry Gilliam, artists like John Harris and Takayuki Takeya and major television shows such as The Wire, Lost and Battlestar Galactica, just to name a few. There are many works of great inspiration out there, and it's fun and gratifying to contribute to everything with our own creations.


Thank you Activision and Bungie for their readiness in conducting this interview.