There were development problems, then Staten left (along with many others) and took this vision for the game with him. If this team had stayed together, the end result may have held more to the vision described here, but it's been new people directing things since 2014 and it shows.
Listening to Joe describe this game as "a big living world that evolved over time" just sounded utterly amazing. Years later I've come to realize that he's essentially explaining what a live service game is.... It's a game that changes over time and can directly respond to player action (and feedback) and is designed and sold in a way to guarantee a steady stream of income to support long-term development. (IE: through microtransactions and or repackaging and reselling the game with a new update)
inb4 tl;dr They were very ambitious at this stage, and I get a strong vibe that the game was rushed out the door a little too early; a Halo 2 incident, perhaps. Maybe this is just one of Bungie's weakpoints; being very ambitious about a project only to realize that it's way over the top, and they just don't have the manpower. This game was hyped up to be something like Star Citizen, almost. Not quite as big of course, but they led us on to believe that every planet would have a giant open landscape to explore, when that really wasn't the case. But while the levels aren't as expansive as one would have hoped, they certainly are very vivid and detailed. It's really up to preference at that point, quality over quantity, or maybe the other way around? Some people might like a big copy pasted landscape, others might prefer a smaller and thus more detailed area to explore. I think Bungie tried to go for a mix. I also had high hopes that space travel and exploration would actually be a thing, and I'm left wondering what ship customization is even there for. I think all these 'big' ideas were things what they wanted to do, but they just couldn't knock it all out on time. Or, early on they realized that they just could not create something of this particular scale, and they did the best that they could to deliver a good product (Sorta like Halo 2, I suppose). I haven't played the game myself, but this is just what I know. This game needed one or two, or maybe even three more years of development, with more platforms on the table (PC, Wii U, etc). I think all these Trip-A devs need to realize that there's no shame in taking your time to deliver something. People hate waiting, yea, but they hate unfinished products even more. Not to say that Destiny was a flaming turd of disaster, because it wasn't. But it sure did feel a few long steps short of what we were hoping for.
Everything described here came over so well into D1. The art and visual themes were so well thought-out and defined and truly were Destiny's greatest strengths (also, music). Unfortunately, other systems were not as well defined and planned and it shows. The moment-to-moment gameplay was excellent, but the larger threads that tied everything together as Story and Progression felt choppy and unpolished - Unfinished. The actual Game Design of this game was not as strong as its Thematic and Art Design. Almost four years now into this series, and five full years after this talk, I find myself at a loss as to what happened. What was so well defined lasted the full span of the game's first three years and at the juncture, instead of shoring up flagging systems and building upon past strengths, the entire focus and style of the game was overhauled. Now, some months into D2, it's as if some cataclysmic change of leadership happened and the dream of what Destiny was fell by the wayside. I look at these 4 Pillars, and I see none of them in the sequel. Either someone left, taking with them something key that could not be replaced, or someone took it upon themselves to 'improve' the experience at the expense of the established style. The games are related only superficially - the characters are superficially the same, the world is superficially the same, the musical tone is... related - but somehow underneath it all the heart of D1 does not beat within D2. I want to know what happened. I want to know if the dream of the Destiny that I loved still exists, or if I'm chasing a memory that never will be again. There's another GDC talk from the creators of Diablo III discussing how their game in its release form went wrong and how they steered to correct with Reaper of Souls. I'm not saying Diablo is perfect, I'm not saying that it ended up as good as it could have been or as some people wanted, but I am saying there was a marked improvement that stemmed from some honest soul-searching and a slice of humble pie. Bungie needs to have that talk. They need to re-have _this_ talk, and compare their priorities now to then, and be honest with themselves and their audience. Because as things stand, D2 is steadily eating away at the dream of Destiny and if there isn't an intelligent course correction, this series is going to fade into mediocrity, much to the heartbreak of dedicated fans like myself.
Well sh*t. There's a link in another comment to a Kotaku article which confirms my fear: the people who were responsible for all of the things I love about Destiny are no longer tied to Bungie or the game. The team working on it now has little-to-no common thread with anything from this talk. Destiny as described here is truly dead. The problem, it seems, was timing. A Story was written over a long period of time, insulated from the project's overall leadership. When a supercut was presented, leadership scrapped what was a fairly linear plot in favor of the open structure that shipped. A number of new features, like the now-integral Director (mission selection maps) were added. The changes described all sounded to me like serious improvements, with the hugely notable catch of coming _only a year before launch._ Where the art and style were refined and polished over _years,_ the story was hacked up and stitched back together over the course of a few _months._ Joseph Staten (left in the panel) left Bungie over the course of the following months as these changes were made, and I wholly expect it was when it became painfully clear that there was no way to do his world and his story justice in the time allotted. The lead writer for story and dialogue in the more well-received Taken King saga has also since departed, and the Grimoire cards that brought such rich depth to the lore of the world went away in D2 because the writers that created them left as well. I can only conclude that if the criticisms raised in that fateful meeting had happened earlier, if there had been time to transform the foundation we got into the marvel envisioned, then Destiny truly would have been a touchstone accomplishment with a lasting impact on its industry and its players. As it stands now, the vision that drove Destiny's development is gone, and what we have left is a studio trying to pull something new from the rubble. It turns out that Bungie had that talk I wanted. They actually got together with Josh Mosquiera, who gave the Diablo III GDC talk, along with some of his team to try to map a new way forward. _In 2014._ D2 owes swaths of its present form in no small part to this discussion. It also sounds like Tech has been a perennial thorn in Bungie's side. While enabling powerful functionality and resulting in an undeniably beautiful product, Destiny's unique engine has apparently made it difficult to make changes with anything approaching agility. I don't know where this leaves me now. I've been told that the game I loved is truly dead (dead-game memes aside), and I am left to decide if its progeny is worth my devotion. Destiny came at a time for me when I had a very Mass Effect-shaped hole in my heart. Destiny became a new love and I was wholly enraptured with it. But when Andromeda fell on its face, I was painfully aware of how fragile such things could be. And with Destiny 2, I am left with a longing for what could have been. Where next to turn? Do I hold on for Destiny to find new footing, or do I wait and pin my hopes on something like Anthem? Dreams like Destiny are few and far between, and I hope Bungie can find its vision again, for its own sake as a studio and for ours as fans. Because for now, this dream is lot less hopeful and inviting. _Edit 2020-12:_ Anthem fell on its face harder than Andromeda did. D2 is now quasi-F2P, has Season Passes as popularized by Fortnite, and has begun "Vaulting" (i.e. indefinitely removing) content (gear, activities, and entire destinations) to make room for new, "seasonal" content. It's been a rough 2 years.
You couldn't said better I'm still currently playing Destiny 1 it feels like the true Destiny I wish they would've just built on it. In other words expanded on it just like WoW.
@@Legitwolfpack D2's most recent expansion came with a "vaulting" (i.e. "removal") of lesser-used content to reduce the total game size. Bungie has been expanding Destiny for years but with a sort of slash-and-burn mentality where the New is the only thing that matters and the Old is left behind, forgotten and untouched, until it gets cut from the game to make room for more New. The cost for me has been any sense of cohesion in Destiny's "world". Everything is just maps, environments, activities, seasonal styles, etc. There is no sense of a living world because nothing evolves after it's "season" has passed, it just stagnates. Even WoW doesn't have a great answer to this; Timewalking old dungeons is the only activity where content not part of the latest xpac is relevant outside levelling alts. Call me weird, but I think Jagex's approach to development for Runescape has produced the most cohesive living world in gaming. I don't like a number of the decisions they've made with RS3, and I appreciate RS is not for everyone, but the steady, scattered, periodic evolution of existing areas and activities, and ongoing development of new content for both old areas and new ones means nowhere feels truly static, and the world as a whole feels alive. I'd really like to see this approach highlighted and adopted by more studios.
@@ACuriousTanuki if you havent watch the "From Box Products to Live Service: How 'Destiny 2' Transformed Bungie" GDC presentation from 2022. It perfectly enscapsulates the feeling that you have from the devs standpoint. It's true the D2 we have never had the heart of D1
this is going to be revolutionary! i mean, when you think of multiplayer games nowadays it's the generic "red team vs blue team" but this... this is awesome on so many levels. gives you the ability to make your own special character, and work together with other people's special characters and make memories. as silly as this sounds, i feel that after playing this game you'll be left with multiple memorable experiences and maybe a few new friends. this game is what we need, as a gaming community.
Bungie isn't the same Bungie as 2013. Staten is no longer there, and hasn't been since 2014. While the high-level structure of D1/D2 and their xpacs were influenced by the contract with Activision, the design direction of the game has always been in Bungie's hands. As much as I wish it could be as easy a blaming Activision for various things, it's simply not.
Well, it's been 4 years since. I wonder how Joe Staten feels about his beautiful universe being used as the playground for 1-D characters, and for poorly conceived banter and humour to take precedence over mystery and intrigue.
genuinely makes me a little sad... and they completely abandoned any semblance of this original vision when they departed from the original game. Sure it had its problems but the original Destiny still has the same charm you see here in this panel. The mystery, the wonder, the design philosophy behind it all, its still there despite everything. Destiny 2 is just an action game now :(
the alaskan pipeline analogy makes so much sense. through the games (pipe) they focus on one storyline, which is master chief's story. but outside of that story is the huge halo universe which contains thousands of other stories and events that don't directly convene with the halo games, so the halo universe seems vastly unexplored.
We could have had the Hunter class in Destiny 9:21 but sadly though Bnugie's not really Bungie anymore. Joseph Staten left and Marty O'Donnell got kicked off that should raise a red flag ? Bungie they're just fall apart Bungie R.I.P
Came here from a Reddit post. To anyone wondering why we're so salty, this is why. The game has strayed so far from what we were shown and what we expected. D1 came damn near close to what we wanted by the end of its cycle but I feel we have not only gone backwards, but also sideways with D2.
It seems a bit like kotor with the spectacular art styles for many different worlds and the travelling to different parts of the galaxy. What I'm wondering is what type of dialog options will their be. Will their be good or bad decisions that affect the outcome of the story or will it not have dialog choice and be a little more linear. Also a big question is what will the leveling be like?
From what I understood, this is conceptually just like most mmos out there (no matter how they choose to name it) it's not about community or cooperation or building things, it's about your character being the hero, competing with everyone else for loot and titles and bragging about it like a 13 year old in their guilds or cities. The universe and artwork they presented tho, is amazing for single player storytelling experiences, no argue about it. I just hope this doesn't end like SWTOR.
I'm going to be an Awoken Hunter too!! Awoken, described as exotic, beautiful, and mysterious, were inspired by fictional depictions of elves, vampires, ghosts, and angels. There are three classes available to players in Destiny: Hunters, Warlocks, and Titans. Hunters are a reconnaissance-based class meant to be reminiscent of the classic "bounty hunter." Bungie cites as influences Star Wars' Han Solo and classic characters from old Western films such as Clint Eastwood's Man with No Name.
my question would be if this is an open world with minimal loading screens, such as moving between planets and entering/leaving planetary atmospheres, with enemies outside the wall you can fly your sick ship and ram into, or is this a mission based game you can co op with friends? the concept for this game is awesome, but i'm not sure we are at the technology level to really get this idea to its fullest potential.
Normally I don't like spam, but your channel is actually full of interesting content for Destiny fans! It's hard to find all that info in one organised location, thanks! :D
Imagine playing destiny for the first time,but the game has been out for five years.You come accross a character that has been active for five years!Legend.
it makes you wonder, if every player shares this world does that mean that people with a 360 and ps3 will share the same open world or will they be seperate, and does this count with the new next gen consoles aswell?
I actually can understand what you mean by that, but i think that the story type rpg elements are going to be seperate from the multiplayer, although multiplayer will still be in an open world, it's going to be like an mmo
I know Joseph Staten Returned to Halo after a few years off, he took over as the lead gamer designer on halo infinite a little over a year ago, and I know a some of the other old bungie devs that worked on halo and the original version of destiny created their own studio
As someone who comes from a family of musicians, I think i can judge weather the music was good or not, but i respect your opinion anyway. I liked Cortana's constant fear of not being the one helping John, and seeing her go from calculated and sarcastic she's breaking down mentally and going insane. You have to examine the story a little closer than just watching the cutscenes.
Too many comments to search for answers so ill ask is it multi platform playable being an "mmo" style and is there a monthly or annual charge to play and with a world so vast are they taking lessons from borderlands about the randomness effect
Wow those questions at the end sucked... What about the community? How do teams and objectives work? How is communication going to be handled? Will there be a way for community to use a similar building tool that bungee can look at and then expand the world?
the photo's looks more adventure than the game it self. like 35:05 it is so cool and the warlock at the background. and also 35:30 why didn't they put that monster truck in the real game? so that is really sad about the game. but i still love the game
Other than the fact that this gets me pretty psyched for Destiny (this AND the current pre-alpha footage they've already shown), this vid is also an excellent little tutorial on what worldcrafting is really like. Regardless of what the trolls think, this seems pretty awesome.
Not really because bungie has said they are not working on a PC version but it could be a possibility in the future. So its either wait a year or get the PS4.
This game will have to have legendary weapons that only a few players can find. That would give me a great reason to explore those intriguing areas like ancient alien ruins and abandoned space stations.
the artwork and the info that has been given help you build a picture in your mind knowing that destiny will look great. i have alot of trust in bungie.
Commenting from the future to state that Destiny in September 2018 is the best that it has ever been. Actually the closest to the vision seen here. Become Legend, Guardians.
In the trailer there was a scene with the squad racing on what appeared to be the moon... They looked like swoop bikes/speeder bikes... I like swoop bikes
Feels funny to be looking forward to Bungie's work X) I've always seen them as a very competent company and was always bummed out by the fact they only worked for Microsoft. It's nice to see them expanding the platforms they work on this time around, I'm sure they did what was best for them.
So far it's not , They said some time ago that they want to release it on PC and they actually playing it already at their offices on PC , but still somehow not convinced and still deciding to make it or not .. I hope they will .
It's a quasi-MMO-RPG-FPS that's Sci-fi/fantasy. Like, the main city looks MMO-ish, with a lot of other players running around, but then in the world it's connected like a cross of Demon's/Dark Souls and Journey, where, like in D/D Souls, you see traces and influence of other players, but typically don't interact, but other players in situations similar to yours can be pulled into your world for you to play together, like in Journey. Or so they made it sound like in a previous interview.
I think Destiny is going to bring something innovative, fun and new to the table in the video game industry. This game is in the hands of Bungie, that means it is going to be a great game regardless if people don't like the atmosphere or the genre of Destiny.
I dont dobt Bungie at all, but you should always be skeptical if a game developer talks about how revolutionary a game is before they have shown any of it. If you want to know what I'm talking about look up developer trailers for the game Brink and then see what it actually became. They said that single player and multiplayer would be interchangeable, and what they neglected to say was that it really meant Bots and online missions identical to campaign without a single deathmatch
If Joseph Staten's departure and destiny's final result have anything to do with each other, I'm betting something pretty bad happened within Bungie.
yourmom654321 read this if u wanna find out what happened: kotaku.com/the-messy-true-story-behind-the-making-of-destiny-1737556731
I want to play THIS version of Destiny! What the hell happened Bungie!?
mjohnsimon1337 Activision happened.
A bunch of non technical folks had a voice into development half-way into the project.
There were development problems, then Staten left (along with many others) and took this vision for the game with him. If this team had stayed together, the end result may have held more to the vision described here, but it's been new people directing things since 2014 and it shows.
Listening to Joe describe this game as "a big living world that evolved over time" just sounded utterly amazing. Years later I've come to realize that he's essentially explaining what a live service game is.... It's a game that changes over time and can directly respond to player action (and feedback) and is designed and sold in a way to guarantee a steady stream of income to support long-term development. (IE: through microtransactions and or repackaging and reselling the game with a new update)
This makes the game sound exponentially better than it is
inb4 tl;dr
They were very ambitious at this stage, and I get a strong vibe that the game was rushed out the door a little too early; a Halo 2 incident, perhaps. Maybe this is just one of Bungie's weakpoints; being very ambitious about a project only to realize that it's way over the top, and they just don't have the manpower.
This game was hyped up to be something like Star Citizen, almost. Not quite as big of course, but they led us on to believe that every planet would have a giant open landscape to explore, when that really wasn't the case. But while the levels aren't as expansive as one would have hoped, they certainly are very vivid and detailed. It's really up to preference at that point, quality over quantity, or maybe the other way around? Some people might like a big copy pasted landscape, others might prefer a smaller and thus more detailed area to explore. I think Bungie tried to go for a mix. I also had high hopes that space travel and exploration would actually be a thing, and I'm left wondering what ship customization is even there for.
I think all these 'big' ideas were things what they wanted to do, but they just couldn't knock it all out on time. Or, early on they realized that they just could not create something of this particular scale, and they did the best that they could to deliver a good product (Sorta like Halo 2, I suppose).
I haven't played the game myself, but this is just what I know. This game needed one or two, or maybe even three more years of development, with more platforms on the table (PC, Wii U, etc). I think all these Trip-A devs need to realize that there's no shame in taking your time to deliver something. People hate waiting, yea, but they hate unfinished products even more. Not to say that Destiny was a flaming turd of disaster, because it wasn't. But it sure did feel a few long steps short of what we were hoping for.
Everything described here came over so well into D1. The art and visual themes were so well thought-out and defined and truly were Destiny's greatest strengths (also, music).
Unfortunately, other systems were not as well defined and planned and it shows. The moment-to-moment gameplay was excellent, but the larger threads that tied everything together as Story and Progression felt choppy and unpolished - Unfinished. The actual Game Design of this game was not as strong as its Thematic and Art Design.
Almost four years now into this series, and five full years after this talk, I find myself at a loss as to what happened. What was so well defined lasted the full span of the game's first three years and at the juncture, instead of shoring up flagging systems and building upon past strengths, the entire focus and style of the game was overhauled. Now, some months into D2, it's as if some cataclysmic change of leadership happened and the dream of what Destiny was fell by the wayside. I look at these 4 Pillars, and I see none of them in the sequel. Either someone left, taking with them something key that could not be replaced, or someone took it upon themselves to 'improve' the experience at the expense of the established style. The games are related only superficially - the characters are superficially the same, the world is superficially the same, the musical tone is... related - but somehow underneath it all the heart of D1 does not beat within D2.
I want to know what happened. I want to know if the dream of the Destiny that I loved still exists, or if I'm chasing a memory that never will be again. There's another GDC talk from the creators of Diablo III discussing how their game in its release form went wrong and how they steered to correct with Reaper of Souls. I'm not saying Diablo is perfect, I'm not saying that it ended up as good as it could have been or as some people wanted, but I am saying there was a marked improvement that stemmed from some honest soul-searching and a slice of humble pie.
Bungie needs to have that talk. They need to re-have _this_ talk, and compare their priorities now to then, and be honest with themselves and their audience. Because as things stand, D2 is steadily eating away at the dream of Destiny and if there isn't an intelligent course correction, this series is going to fade into mediocrity, much to the heartbreak of dedicated fans like myself.
Well sh*t. There's a link in another comment to a Kotaku article which confirms my fear: the people who were responsible for all of the things I love about Destiny are no longer tied to Bungie or the game. The team working on it now has little-to-no common thread with anything from this talk. Destiny as described here is truly dead.
The problem, it seems, was timing. A Story was written over a long period of time, insulated from the project's overall leadership. When a supercut was presented, leadership scrapped what was a fairly linear plot in favor of the open structure that shipped. A number of new features, like the now-integral Director (mission selection maps) were added.
The changes described all sounded to me like serious improvements, with the hugely notable catch of coming _only a year before launch._ Where the art and style were refined and polished over _years,_ the story was hacked up and stitched back together over the course of a few _months._ Joseph Staten (left in the panel) left Bungie over the course of the following months as these changes were made, and I wholly expect it was when it became painfully clear that there was no way to do his world and his story justice in the time allotted. The lead writer for story and dialogue in the more well-received Taken King saga has also since departed, and the Grimoire cards that brought such rich depth to the lore of the world went away in D2 because the writers that created them left as well.
I can only conclude that if the criticisms raised in that fateful meeting had happened earlier, if there had been time to transform the foundation we got into the marvel envisioned, then Destiny truly would have been a touchstone accomplishment with a lasting impact on its industry and its players. As it stands now, the vision that drove Destiny's development is gone, and what we have left is a studio trying to pull something new from the rubble.
It turns out that Bungie had that talk I wanted. They actually got together with Josh Mosquiera, who gave the Diablo III GDC talk, along with some of his team to try to map a new way forward. _In 2014._ D2 owes swaths of its present form in no small part to this discussion.
It also sounds like Tech has been a perennial thorn in Bungie's side. While enabling powerful functionality and resulting in an undeniably beautiful product, Destiny's unique engine has apparently made it difficult to make changes with anything approaching agility.
I don't know where this leaves me now. I've been told that the game I loved is truly dead (dead-game memes aside), and I am left to decide if its progeny is worth my devotion. Destiny came at a time for me when I had a very Mass Effect-shaped hole in my heart. Destiny became a new love and I was wholly enraptured with it. But when Andromeda fell on its face, I was painfully aware of how fragile such things could be. And with Destiny 2, I am left with a longing for what could have been. Where next to turn? Do I hold on for Destiny to find new footing, or do I wait and pin my hopes on something like Anthem?
Dreams like Destiny are few and far between, and I hope Bungie can find its vision again, for its own sake as a studio and for ours as fans. Because for now, this dream is lot less hopeful and inviting.
_Edit 2020-12:_ Anthem fell on its face harder than Andromeda did. D2 is now quasi-F2P, has Season Passes as popularized by Fortnite, and has begun "Vaulting" (i.e. indefinitely removing) content (gear, activities, and entire destinations) to make room for new, "seasonal" content. It's been a rough 2 years.
You couldn't said better I'm still currently playing Destiny 1 it feels like the true Destiny I wish they would've just built on it. In other words expanded on it just like WoW.
@@Legitwolfpack D2's most recent expansion came with a "vaulting" (i.e. "removal") of lesser-used content to reduce the total game size. Bungie has been expanding Destiny for years but with a sort of slash-and-burn mentality where the New is the only thing that matters and the Old is left behind, forgotten and untouched, until it gets cut from the game to make room for more New. The cost for me has been any sense of cohesion in Destiny's "world". Everything is just maps, environments, activities, seasonal styles, etc. There is no sense of a living world because nothing evolves after it's "season" has passed, it just stagnates. Even WoW doesn't have a great answer to this; Timewalking old dungeons is the only activity where content not part of the latest xpac is relevant outside levelling alts.
Call me weird, but I think Jagex's approach to development for Runescape has produced the most cohesive living world in gaming. I don't like a number of the decisions they've made with RS3, and I appreciate RS is not for everyone, but the steady, scattered, periodic evolution of existing areas and activities, and ongoing development of new content for both old areas and new ones means nowhere feels truly static, and the world as a whole feels alive. I'd really like to see this approach highlighted and adopted by more studios.
@@ACuriousTanuki if you havent watch the "From Box Products to Live Service: How 'Destiny 2' Transformed Bungie" GDC presentation from 2022. It perfectly enscapsulates the feeling that you have from the devs standpoint. It's true the D2 we have never had the heart of D1
Much of what is being showcased over here is being readapted into the game, after Activision's departure.
19:49 OMG, they took inspiration from polish artist. I feel proud now :> .
this is going to be revolutionary! i mean, when you think of multiplayer games nowadays it's the generic "red team vs blue team" but this... this is awesome on so many levels. gives you the ability to make your own special character, and work together with other people's special characters and make memories. as silly as this sounds, i feel that after playing this game you'll be left with multiple memorable experiences and maybe a few new friends. this game is what we need, as a gaming community.
watching this in 2019 and now that bungie has split with activision I hope they can pursue what they originally wanted with destiny.
Its still the same except the base game is free
Bungie isn't the same Bungie as 2013. Staten is no longer there, and hasn't been since 2014. While the high-level structure of D1/D2 and their xpacs were influenced by the contract with Activision, the design direction of the game has always been in Bungie's hands. As much as I wish it could be as easy a blaming Activision for various things, it's simply not.
This aged badly
I hope I get to play this game some day, looks real promising
Well, it's been 4 years since. I wonder how Joe Staten feels about his beautiful universe being used as the playground for 1-D characters, and for poorly conceived banter and humour to take precedence over mystery and intrigue.
genuinely makes me a little sad... and they completely abandoned any semblance of this original vision when they departed from the original game. Sure it had its problems but the original Destiny still has the same charm you see here in this panel. The mystery, the wonder, the design philosophy behind it all, its still there despite everything. Destiny 2 is just an action game now :(
This game could have been so special.
Bungie now needs to come back and look at this shit
how the game came from this to what it is today, failed directed
Iron Lords, Warlocks, Hunters...I can see how Destiny started out as a fantasy game.
Halo was orignally a third person RTS. Destiny was originally a third person mythic RPG
the alaskan pipeline analogy makes so much sense. through the games (pipe) they focus on one storyline, which is master chief's story. but outside of that story is the huge halo universe which contains thousands of other stories and events that don't directly convene with the halo games, so the halo universe seems vastly unexplored.
So many crushed hopes and dreams...
We could have had the Hunter class in Destiny 9:21 but sadly though Bnugie's not really
Bungie anymore. Joseph Staten left and Marty O'Donnell got kicked off that should raise a red flag ? Bungie they're just fall apart Bungie R.I.P
At 32:10 at race 5 you can see triangles on the upper left. Onyx puramid ships perhaps?
That was an awesome presentation. They've represented Bungie well, clear and laid-back.
Can't believe how long I took for granted how much care and thought is put into games like this.
Came here from a Reddit post. To anyone wondering why we're so salty, this is why. The game has strayed so far from what we were shown and what we expected. D1 came damn near close to what we wanted by the end of its cycle but I feel we have not only gone backwards, but also sideways with D2.
Is there going to be destiny legendary edition and limited edition for sale?
We'll find out at E3 which is June 10th at 6 PM PT
It seems a bit like kotor with the spectacular art styles for many different worlds and the travelling to different parts of the galaxy. What I'm wondering is what type of dialog options will their be. Will their be good or bad decisions that affect the outcome of the story or will it not have dialog choice and be a little more linear. Also a big question is what will the leveling be like?
Wish I knew the price of the Playstation 4 was so I would know whether to pre-order for my xbox or for PS4
What is a timed exclusive anyway?
From what I understood, this is conceptually just like most mmos out there (no matter how they choose to name it) it's not about community or cooperation or building things, it's about your character being the hero, competing with everyone else for loot and titles and bragging about it like a 13 year old in their guilds or cities.
The universe and artwork they presented tho, is amazing for single player storytelling experiences, no argue about it.
I just hope this doesn't end like SWTOR.
Are those initial concepts of the fantasy-initial version idea of Destiny available in some book? Like, are those collected in the Destiny artbook?
Is this game going to be a timed xbox exclusive with playstation getting exclusive content?
I'm going to be an Awoken Hunter too!!
Awoken, described as exotic, beautiful, and mysterious, were inspired by fictional depictions of elves, vampires, ghosts, and angels. There are three classes available to players in Destiny: Hunters, Warlocks, and Titans. Hunters are a reconnaissance-based class meant to be reminiscent of the classic "bounty hunter." Bungie cites as influences Star Wars' Han Solo and classic characters from old Western films such as Clint Eastwood's Man with No Name.
my question would be if this is an open world with minimal loading screens, such as moving between planets and entering/leaving planetary atmospheres, with enemies outside the wall you can fly your sick ship and ram into, or is this a mission based game you can co op with friends? the concept for this game is awesome, but i'm not sure we are at the technology level to really get this idea to its fullest potential.
Normally I don't like spam, but your channel is actually full of interesting content for Destiny fans! It's hard to find all that info in one organised location, thanks! :D
Imagine playing destiny for the first time,but the game has been out for five years.You come accross a character that has been active for five years!Legend.
it makes you wonder, if every player shares this world does that mean that people with a 360 and ps3 will share the same open world or will they be seperate, and does this count with the new next gen consoles aswell?
I actually can understand what you mean by that, but i think that the story type rpg elements are going to be seperate from the multiplayer, although multiplayer will still be in an open world, it's going to be like an mmo
Whoever has the privilege of hiring these dev's now better have watched this and let them do their thing/ given them time.
I know Joseph Staten Returned to Halo after a few years off, he took over as the lead gamer designer on halo infinite a little over a year ago, and I know a some of the other old bungie devs that worked on halo and the original version of destiny created their own studio
Is there still going to be forge maps?
That was a prequel so that was a previous arbiter, not the H2/H3 one.
As someone who comes from a family of musicians, I think i can judge weather the music was good or not, but i respect your opinion anyway. I liked Cortana's constant fear of not being the one helping John, and seeing her go from calculated and sarcastic she's breaking down mentally and going insane.
You have to examine the story a little closer than just watching the cutscenes.
What is an IP? I've heard them mention that name a few times in the video.
Staten, why'd you have to leave?
I believe you will be able to only land on hangars and of course not being able to come too close to the ground with a space ship.
Will there be split screen co-op? Maybe...
Too many comments to search for answers so ill ask is it multi platform playable being an "mmo" style and is there a monthly or annual charge to play and with a world so vast are they taking lessons from borderlands about the randomness effect
Wow those questions at the end sucked... What about the community? How do teams and objectives work? How is communication going to be handled? Will there be a way for community to use a similar building tool that bungee can look at and then expand the world?
the photo's looks more adventure than the game it self. like 35:05 it is so cool and the warlock at the background. and also 35:30 why didn't they put that monster truck in the real game? so that is really sad about the game. but i still love the game
Other than the fact that this gets me pretty psyched for Destiny (this AND the current pre-alpha footage they've already shown), this vid is also an excellent little tutorial on what worldcrafting is really like. Regardless of what the trolls think, this seems pretty awesome.
When can we preorder!?
is it on xbox 360 aswell or just xbox one?
Interesting for gamers, software developers and project owners alike. So basically me alone is already 3 people loving this.
Not really because bungie has said they are not working on a PC version but it could be a possibility in the future. So its either wait a year or get the PS4.
I want the picture of the Exo species at 40:29 in 1920x1080... Such a beautiful picture.
Thank you for the support!
This game will have to have legendary weapons that only a few players can find. That would give me a great reason to explore those intriguing areas like ancient alien ruins and abandoned space stations.
Bungies art style is so amazing and original >_< i cant help but feel jealous of that talent
dude do u ever wathc the vidocs?
Such a good panel, really interesting to hear about the early concept stages.
so did my gamertag "BUNGIEDOTNET"'S Price just go up?
the artwork and the info that has been given help you build a picture in your mind knowing that destiny will look great. i have alot of trust in bungie.
Who's the soccer player in the PowerPoint at 38:32?
which one? there's david beckham top left and christiano ronaldo bottom right
Commenting from the future to state that Destiny in September 2018 is the best that it has ever been. Actually the closest to the vision seen here. Become Legend, Guardians.
That's why there are the books, the comic, the anime, the mini series, halo wars etc etc.
In the trailer there was a scene with the squad racing on what appeared to be the moon... They looked like swoop bikes/speeder bikes...
I like swoop bikes
when is it coming out?
Its coming to current and next gen consoles, not just ps4. In case you did not know.
Role-play elements?
Didn't the Arbiter get killed in Halo Wars...
why...dont have that map engine??
Well, it's already confirmed to be on the Plastation 4, I dnt know if it's coming to PC though, would be cool if it did
I wonder how they are going to approach the exploration in such a huge universe.
Get it ob the x box 360º ?
what happened with tiger man i would so dig that
i think they should use kinect to scan the players face so we can put it in our character.
I'm kinda getting a Skyrim meets Marathon feel from the concept art. Not complaining, I think it looks great.
Feels funny to be looking forward to Bungie's work X)
I've always seen them as a very competent company and was always bummed out by the fact they only worked for Microsoft. It's nice to see them expanding the platforms they work on this time around, I'm sure they did what was best for them.
have you seen the new mgs 5 game??
the old concept did not have the tiger
i havn't even watched 20 minutes of this and I already want it... please go all platforms this time!
i really hope they dont loose those fantasy roots
This is such a solid gdc conference
Yep they have all types of enemies planned and i think the coballa (not sure how to spell it) are orc like aliens that live in clans.
Can I command a Battlestar?
Even just seeing Bungie people after a while has made me excited for Destiny like it did Halo 2 and 3.
So far it's not , They said some time ago that they want to release it on PC and they actually playing it already at their offices on PC , but still somehow not convinced and still deciding to make it or not .. I hope they will .
When does come out! I want it!
my god bungie has a really artistic team, this world that they are making sounds and looks very amazing
49:00 exactly .. final boss?
is this game coming to the wiiu
is there going to be a beta
Does anyone know if this game is supposed to be an MMORPG?
It turned out so much worse than anyone ever thought
God THIS is what this game could be. Not the "repetitive lazy story loot grind" game
It's a quasi-MMO-RPG-FPS that's Sci-fi/fantasy. Like, the main city looks MMO-ish, with a lot of other players running around, but then in the world it's connected like a cross of Demon's/Dark Souls and Journey, where, like in D/D Souls, you see traces and influence of other players, but typically don't interact, but other players in situations similar to yours can be pulled into your world for you to play together, like in Journey. Or so they made it sound like in a previous interview.
The aesthetic design of this game so far looks amazing. Can't wait for this to come out!
I’m from the future, I don’t have good news...
@@AustinH7 That Destiny failed?
I think Destiny is going to bring something innovative, fun and new to the table in the video game industry. This game is in the hands of Bungie, that means it is going to be a great game regardless if people don't like the atmosphere or the genre of Destiny.
this looks really good hope it has online split screen
I dont dobt Bungie at all, but you should always be skeptical if a game developer talks about how revolutionary a game is before they have shown any of it. If you want to know what I'm talking about look up developer trailers for the game Brink and then see what it actually became. They said that single player and multiplayer would be interchangeable, and what they neglected to say was that it really meant Bots and online missions identical to campaign without a single deathmatch
It'd be so epic if they made those capes they showed as real life merchandise.