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Destiny

Discuss all things Destiny.
Edited by CReAT0R: 12/13/2013 9:12:50 PM
14

Designing The RPG Elements Of Destiny

The next update is here! Enjoy. There's some really neat stuff in the video (interview with Tyson Green, Lead Investment Designer for Destiny), with a ton of references to other popular games with RPG elements such as Borderlands, Dark souls and more. Another thing that stuck out is the idea of failing and the learning curve behind Destiny's activities. There are instances where it is 'accessible' as he mentions, but the challenge is there for those who want it. On top of that is the idea that "there's really no wrong way to build a character", which IMO, is a huge relief.

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  • Edited by FairlySplendid: 12/13/2013 9:31:31 PM
    This video was INCREDIBILITY reassuring. He basically said all the right things. Most importantly the lessons they learned from Borderlands' short-comings and the lessons they learned from Dark Souls' successes. - Destiny is an investment game. Not a gain the most XP game. - Parallels to Halo 3 Recon. The Recon achievement was challenging, co-operative, and the reward was coveted. - Destiny is a game where you will lose.... often. - Destiny has depth and must you learn and master its mechanics. - Loot drops will be less frequent, but more rewarding. Not randomly generated. - Private loot-streams (sort of old news). - Character builds are meant to encourage individuality but require investment. - Distinct choices that, in some cases, lock you in for a period of time to encourage commitment. - However, there is no wrong way to build a character in Destiny.

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