What I think this article does best is show us that there was a definitive disagreement in the vision of what Destiny should be between the actual Bungie development team and the Bungie management. Managements requirement to push a game out with multiple DLC a year, after telling their team the whole game was shit and had to be remade was a recipe for disaster.
Bungie's management seems to be the most at blame for what the vanilla destiny release and then subsequent releases became. Development basically got put into the hands of business managers rather than creative managers... Hence the Iron Bar.
Now activision still has a role in this with their mandated release cycles and schedules... But it looks like it all started with bungie management. This is supported by the details of the huge discord between Marty (mainly developer) and Harold Ryan.
Activision is still a slave driver, but I think we can all take away from this that Bungie's top management were the rotten ones that derailed Destiny and left it in the still broken but recovering state that it's in. Activision' release schedule makes it profitable for them to sale back all the cuts... Which is bullshit... Because the schedule requirements themselves are why nothing is worth it's cost in this game.
Anyone else agree?
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I got the feeling that bungie promised epic, developers wrote epic, and then bungie higher-ups realized epic was not something they were equipped for. So we ended up with a game cobbled together from what was salvageable. Its not surprising. Bungie was never a big studio. Why would they have the know-how to make Destiny?
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Summary: destiny is like the last mission of halo 2, except it's the whole game. Short, convoluted, and it just ends without closing the narrative
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Seems like a bad way of trying to replicate halo's success.
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mindless self-promotion