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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 KilljoyDetective: 12/14/2013 4:08:25 AM
    Difficulty similar to Dark Souls? I'm not sure I approve of that. That's mixing in some chemicals that might not go well together. When we have to take into account different elements like Shields and such, it's going to make it like we're playing Crysis 3 on Supersoldier difficulty. Auto-Aim was gone in that, there was no aiming reticule, your energy could be depleted by about 15 rounds if you didn't have Armor up, and it would also be used up very quickly if you didn't spread it out well. Bungie knows how to make the game better than me any day of the week, but I hope they incorporate that difficulty well. I'm not sure I'm looking forward to a game in a different genre that doesn't have what keeps you alive in Dark Souls, but are not customized to fit another and entirely different game. And then I see details about Monster Hunter...Which is a series where a moment's failure or hesitation means you're getting picked up and thrown around by a Rathalos. I hope this goes well, when the Beta arrives that will give me some signs and more details. What I don't understand about the commitment part, is that I'm playing something that has that right now. In A Realm Reborn, I'm locked into the Gladiator class until level 10, and then I can change into another discipline. Once I have a weapon for that other class, I can switch between them freely. Then I can be a Pugilist for this fight, and a Tanking Gladiator for another. That sort of "locked in until later" thing is out there a lot, there are few games that let you change on a whim like he seems to think, and I don't agree with him there. Plus, the game is synced up for everyone. While I'm in let's say section A fighting something, there can be someone fighting something else in section A-2, and if I have a moment, I can step in and bail that person out even if I'm not paired up with them in a party. There are no requirements to help them besides if I want to or not, and I get rewarded based on how much I contribute. Where is that factor in Destiny? What makes me more inclined to save that player that bit off more than he can chew? Am I risking my easily lost life for someone else for nothing? Or will I actually get rewarded for it instead of a temporary "thanks for bailing me out bro" before that guy scurries away glad that someone saved his ass. I'm genuinely curious about that.

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