I have been reading over the ViDoc analysis pages and perusing the threads for insight on the use of factions in Destiny. Lets create a framework (able to be updated as more information becomes public) from which we can analyze the information and speculate meaningfully on the purpose and potential application of the guilds.
Be sure to review the ViDoc frame-by-frame reviews for background information: User Spawn made an info link thread here [url]http://www.bungie.net/7_Destiny-Information-HUB-Get-all-your-links-here-UPDATED/en-us/Forum/Post?id=59837711[/url]
[b]Questions to keep in mind:[/b]
[b]A)[/b] What types of faction systems has Bungie used in the past?
[b]B)[/b] Based upon currently available information, what potential roles can faction systems play in Destiny?
- How would [i]X-suggested-mechanic[/i] add non-gimmick value to gameplay in each known segment (Single-player/story/PvE, Multi-player/Co-op, Quasi-online player encounters, Competitive multi-player, Economy, gear system, etc) ?
- How would [i]X-suggested-mechanic[/i] benefit the community-centric aspects of gameplay?
- How closely does [i]X-suggested-mechanic[/i] align with Bungie's stated 'pillars'?
[b]C)[/b] What current games have faction systems that share similarities with what we know about Destiny?
[b]D)[/b] What types of things would you like to see implemented?
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I expect (if anything I just said makes sense) this thread will change quite often so I will do my best to update the OP when necessary.
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Based upon the stated objective of community involvement across skill levels, I think Bungie will exclude a system where factions are inherently against each other a la WoW. Such a system would not make sense based upon what we know about the story. I think there will be a system similar to CCCP's EVE/DUST514 universe. In EVE, players choose a specific faction and class; after which they begin the game in the center of the territory their faction controls. Factions have unique design and each specialize in a common set of traits across all applicable mechanics. For example: The Caldari (essentially one giant, highly efficient, totally corporatized space-America) have the ability to control Caldari Vessels (good for x, y and z purpose) and sport higher starting values in Caldari-esque traits (leadership, negotiation, etc.). However, the player can choose how deep they want their faction alignment to go: Anti-faction aspects: - One can choose to train any skill to use any ship from any faction - One can travel to any zone regardless of faction affiliation - One can "team" with any faction - One can cut all official ties with factions Pro-Faction aspects: - One can gain faction specific items, abilities, etc. - One can gain standing with their chosen faction and lose standing with others, making traveling through certain territory a dangerous endeavor. - One can participate in faction specific missions, faction combat, et all. To jump into the fun part: [b]D)[/b] I would like to see significant differentiation between factions. Not just in terms of cosmetic customization or inherent attribute buffs but large and meaningful differences such as unique mechanics, etc. For example, Faction-X and Faction-Y both have access to Hunter, Titan and Warlock classes but there are unique abilities at the Faction and Class level. [b]Example:[/b] [i](Disclaimer: I'm not a game developer, these are just examples. Please don't jump the gun, I'm just trying to give examples of large differences)[/i] Faction-X: (Perhaps a faction which lives directly Under the traveler and represents the government) has unique access to advanced technology and can equip high-powered or multi-spectrum optics that other groups cannot use. Faction-Y: Has the ability to utilize parkour-style movement to improve combat maneuverability along with a buff-system that gives benefits when members of the same group act in concert.