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Edited by Hylebos: 1/17/2014 10:30:24 PM
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1/16/14 Bungie Podcast Summary

[url=http://downloads.bungie.net/podcasts/bungie_podcast_01162014.mp3]You need to freaking listen to this Podcast[/url], but if you can't I've got you covered. I spent about four hours typing up a very rough account of everything that was said over the hour long podcast. Please let me know if I get any of the details wrong, my sanity got a little strained near the end of the summary, and I'll probably go back through it slowly and edit it for readabillity. The summary is split into five posts that are loosely daisy-chained with hyperlinks, but if you lose your place, all the bullet points are numbered for your reading and discussion convenience. There's a ton of new delicious info, and a lot of exciting things to discuss, so let's begin. [quote][b]Introduction[/b][/quote] [b]1)[/b] DeeJ, Urk, and Halcylon are back for the first Podcast of the new year. [b]2)[/b] They recorded this just after the Game Informer Article came out, before the beginning of the new year. [b]3)[/b] The guests for this podcast are Tyson Green and Lars Bakken. This is going to be gory and delicious. [b]4)[/b] This was also recorded right before the Winter Build that they held right before they all left for break, where they stand up the current version of Destiny and they all play together for a day to see what is good and what sucks as they push towards the public beta. [b]5)[/b] Tyson specifically is very excited to talk about what he's working on because there's been a lot of question as to "What does it mean to have an investment game?", "How will that get incorporated into the gameplay we know from Bungie?" [b]6)[/b] We're going to hear about the nuts and bolts, the details, their goals, oh god I'm so excited to hear the rest of this podcast. [b]7)[/b] There's a nice bit of parrying between the two guests because Tyson wants to create this grand investment system that defines a player and Lars has to then take that and balance it for a multiplayer universe, and how they communicate that and fight back and forth over what is what. [b]8)[/b] They have a mindset where they try to anticipate what people want and feel over months and months to try to keep the experience organic and evolving and engage players. [b]9)[/b] For Tyson he's constantly making new characters and going through the system, how does he keep in the mindset of "I'm a new player!" when he's done it so much? [b]10)[/b] There is a bit of teasing about reading off the Destiny Script that is sitting a few feet from them in the Foley Sound Lab. Tyson is about to enter. [quote][b]Part 1) Tyson Green, 8:00[/b][/quote] [b]11)[/b] Tyson Green is the lead investment designer at Bungie, he tries to make people care about the game. [b]12)[/b] Once people get Destiny, how will they recognize the investment team's finishing touches? The stuff that they do is woven throughout the game, you want to care about the game because it's fun, you want to care about the game because it's got a good story, but the investment team wants you to care about the game because it gives you things to do, things to want, it gives you things to have a social group work together around, basically they try to pull all the parts together and make you want to stick with this game. [b]13)[/b] One of the things that has struck DeeJ as he's watched people look at investments is that people just assumed that they're tacking experience points on top of the experience, but Tyson cares about the moment to moment gameplay and what happens when people collide together, how do you make those experiences better, how do you reward people for doing the things you think they're going to want to do... [b]14)[/b] There's a really shallow understanding of investment, most people think of experience points and grinds, but what the investment game does is it tries to broaden the spectrum of ways for you to care about the game, the goal isn't to make you play the game for a thousand hours, the goal is to make a game that you want to come back to and your friends come back to and you all feel like you want to keep playing this game; you have a social game at that point, a communal experience as opposed to the "Done in One" experience you pay $60 for a single play through and then you never touch it again. There's lots of layers here , in some of Bungie's past games there was investment systems that were based on skill, skill is a form of investment, if you spend time to become amazingly good at team slayer on lockout that's totally valid and real, if you spend a ton of time to learn every detail of the lore of the Marathon series that's also a form of investment, it's just as valid to an investment designer as having a couple of items and characters that are leveled up to the max. When you talk about investment, there's surface level investment, which is experience points and item drops, but then there are deeper layers of investment like caring about lore or caring about an experience you shared with other people. [b]15)[/b] DeeJ says that when they're introducing people to this game who might not know it as well as the people on Bungie.net, they paint it in very broad strokes, the more you play the more dangerous you become the more rewards you earn the more you change the way you look and fight, are those the sorts of things you're creating with your systems? [b]16)[/b] Yeah absolutely, if you are a person who has really deeply played this game who has done the hard challenges or covering the breadth of the game, you should look different and stand out from other people, your new friends should say "Wow, that's really cool, I want one of those, how do you get one of those?" and instead of you just saying "oh just beat the campaign" you say "oh man me and three other guys got together and we really worked on this one thing for a while and we got good at it and then this led to that and it all came together and that's how I got it. It was totally cool, do you want to work on that?" [b]17)[/b] DeeJ says they talk about how the weapons tell stories and how many people take that to mean that there's fiction behind them and there is, but what they really mean is when you have that epic gun like the Fate of All Fools and when people go "Oh how did you get that?" you can tell them how to get it or you can help them get it and form a party and you create a story out of that moment for a player and those are super powerful and we see players do that intrinsically, guys like Mythic Tyrant for Halo would go out there and beat the game on the hardest mode and difficulty and what he would have to show for it was people knew his name, they saw his videos, if they wanted to beat the game in that same mode he could take them out and do that, part of Bungie's job with Destiny is to make sure that people know who he is IN the game, he doesn't neccessarily have to create a youtube channel, he can if he wants to, but in the game it will actually show that in his gear or some other stuff that they aren't ready to talk about or when you look at his profile on Bungie.net, those stories are really cool and potent. [b]18)[/b] Tyson says the Mythic players are a really good example of: Hey once you have a game people care about for whatever reason, that gives you as a Mythic player an audience to play to, and another example with another game is you've got all these players who play Dark Souls a lot and you've got this tiny slice of those players who play through Dark Souls on level 1 characters to beat it, why are they doing that? Because there's an audience of players who think that is awesome! They are always impressed when you can do that and you do it for them, when you have a game that people don't care about because it came and went, well, you don't get that kind of community it doesn't really build up around those games, investment isn't about experience points and item drops, it's about having an enduring attachment to a game and community so that community can exist and thrive. [b]19)[/b] How do you take this sort of old world order of a skill based first person shooter, 30 seconds of fun, I'm a player I'm powerful I have all these awesome weapons against enemies, be they AI or Human, and then fuse it with an investment game, does that require a whole lot of new thinking, does that require you to work a lot with a bunch of the activities guy sand the world designers to see wholistically how that should work or do you layer it in like icing on a cake? [url=http://www.bungie.net/en/Forum/Post?id=63361420&path=1]Link to next post[/url].

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  • Great work, Hylebos! [quote][b]Tyson:[/b] You can say, you know BEEP just started. What does BEEP mean? Well, in BEEP you've gone and you've said 'Well, maybe those abilities, they're not really available anymore. Like, those are on old items, things that don't drop anymore.'[/quote] [url=http://www.gameinformer.com/b/features/archive/2013/12/13/designing-the-rpg-elements-of-destiny.aspx]In the GameInformer interview[/url], from 2:50 to 3:33 Tyson talked about players being locked into making a commitment for some period of time. BEEP must be the start of a new period and being able to reset certain decisions you've made for your Guardian. [quote][b]Tyson:[/b] We're going in a little bit different direction than some other recent RPGs, where they really never ask the player to really make any commitments. We want players to actually do some things that they may be locked into at least for some period of time because we feel like that allows a person to actually make a different decision than another person and not to just immediately copy the decision that's optimal. Like, everyone just doesn't go to a website and say 'Well, what's the best build?' We're trying to give people opportunities to distinguish themselves. Commitment is part of that because when nobody's committed to anything, nobody's distinct either. Everyone's really only a few button clicks away from being the same as eachother.[/quote] I'm not one to speculate.. oh wait, yes I am! The last BEEP is kind of late and it sounds like it starts with a 'd' or 't'... maybe it's 'Tempore', the Latin word for 'season'. Can't wait to learn how wrong I am!

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    • Edited by Hylebos: 1/18/2014 12:27:11 AM
      [b]20)[/b] You do it really carefully, you start off with a good action game. You can't make a bad action game good by adding investment, but you can make a good action game bad by adding investment mechanisms, so they really have to look at it and say "is the game playing well? Okay, what are the ways can we add to the experience? A good example is breadth versus power, if you unlock new abillities and give people different weapons that are balanced but are different, those are valid rewards that doesn't ruin the game, it broadens the game, they give people more interesting opportunities and varied experiences. An investment game is also interesting because at a given point in time the game is really firm and balanced because you're not upsetting that, but over time you can let parts of that game come and go, you can say (Editor's Note: At this point they bleep out large chunks of what Tyson is saying)... you've gone and said "well maybe those abillities... they're not really availible anymore; those are on old items, things that don't drop anymore", and that creates a new environment, new variety in the experience, new opportunities for skilled players to excel and change their game, it keeps them from settling into a rut and staying there until they get bored of the game and leave. If everyone leaves then you don't have a community anymore. The investment game tries to make the action game better by creating breadth and personalization and personal identity and also helping it to evolve over time and balance itself. [b]21)[/b] Urk shares an anecdote about at one point for Hunter Builds the pistol was a secondary weapon and then one day he walked in and it was a primary weapon and it created huge ripple effects and it absolutely changed the way the sandbox felt, it just ratcheted it up (Tyson takes over) yeah that happened and now people were like "I really like that look and I like how that defines my character with my Hand Cannon Primary and I'm not just some space marine I'm a goddamn space cowboy gunslinger" and that's part of the awesome thing about using an investment game to help you build up self identity. [b]22)[/b] Is that an investment decision or is that a sandbox decision? Like how would you intersect with someone like Josh Hamrick on an investment system like that? Tyson says it would be a combination of a lot of things, for something like the earlier example it's the investment team going to Josh and saying "hey what if we shifted something like the Sniper out of the heavy category where it wasn't really working to the special category where it gets a lot more play? Now do we have a special category that has four items in it instead of three? Maybe it's more interesting if we moved [the hand cannon] up to the primary because what was the hand cannon really bringing to the special category? It was a longer range shotgun or a shorter ranged marksman rifle with a lot of precision, it existed in this weird space, so a lot of that did come from the sandbox side of things, they wanted to make that change, and investment said "Well cool that's good for us too because it broadens the scope of the primary slot and it makes the secondary slot really interesting even though it reduced the scope of the Heavy Slot, which wasn't a bad thing, because now those two weapons can be much stronger and really stand apart and be the fantasy of a rampage weapon. [b]23)[/b] How do you focus with regards to breadth, what is the thought process to balance that in a shared world and make it so that while "I might be better than Urk and I'm definitely better than DeeJ", how do we play together and have fun? What is the challenge? Sage characterizes balance not as "everyone is equal" but "not everyone is doing exactly the same thing" because if everyone is doing the same thing then something is not balanced because everyone is pursuing that one unbalanced thing, so the way they look at the balance of the investment game is they ask "well, is that driving people to do different things and try different things and explore different directions of using the sandbox and the game, or is it driving people to do exactly the same thing?", when they see the latter they say "well what is wrong with that, what do we need to do to fix that", part of the difficulty is that you just have to let the game mature and develop and then just ride with it. [b]24)[/b] DeeJ says it's interesting that they say that the Investment team has failed if everyone has the same favorite weapon and obviously with the huge arsenal in Destiny they don't want that to happen, they want people to say "My weapon is unique, I am unique, the way I use my weapon is unique", and he notes that Tyson has been with Bungie for as long as DeeJ has been aware of the company and he asks that as Tyson moves into the Destiny gamespace, what has been the biggest change over the years in terms of his approach to games and his approach to designing games. [b]25)[/b] A big part of it would be explicitly thinking about where the game will be 6 months after the game comes out, making sound decisions for the long game that won't make them regret their past selves. They're not building a game just to ship, they're building a game for the launch year, and that's a big shift for the entire studio. They don't build a game and then pivot towards building the next game, they have an evolving understanding of balance compared to what they had in the past where they say "We could drop it and the balance is perfect and nobody had to touch it anymore and it's a shining gem for all time", and that's something a lot of designers aspire to, they want to make the most perfectly balanced game of all time, but the problem is that those games don't hold a community the same way that an evolving game like League of Legends or DOTA 2 do, those games can build amazing communities about them and tons of excitement comes just from the fact that there's a metagame developing over time and the thing that was awesome before isn't so awesome and the thing you didn't think about before is suddenly the best idea you ever had and that kind of dynamic balance where the game is ebbing and flowing and changing and circulating, they think they understand that better and they want more of that now, they want to build a game that is exciting and entertaining always and not just exciting and entertaining because it arrived at a singularity point. [b]26)[/b] Halcylon asks if Bungie is prepared to say "Hey these new things are rolling out there's new investment there's new items there's new progression trees whatever have you" I just load up the game and there's a nag that tells you that the world has changed and you get to go in and experience these new progressions... (Tyson takes over) we want to commit to supporting the game as it's going and part of that means the investment game wants to be ongoing, we want to support that, so yeah, we look at 1000 hour grinds and we say "Oh god that's terrible" and instead they say "Let's make the game satisfying punchy and rewarding, and then support it and keep working on it, and keep making it good!", taking feedback from community and stuff like that, there's no avoiding that, if you don't take feedback, they will give it to you anyways. [b]27)[/b] In the past you can argue that people with these "perfect games" (Urk names CE as a hypothetical example) it endured and you can still play it and people got amazing at it and it's a great experience and game, but had we been able to go back and think "How can we add new maps and destinations and keep the story rolling and find ways to tweak and mess with the investment game and keep people coming back" like "Now gultch is a little different!" or "there's a new warthog variant!" and the way that would shake things up and make things feel dynamic and alive. [b]28)[/b] This happened not to long ago when Halo 3 was made free, there was a huge uptick of interest where they go "Oh my god everyone go to Xbox Live on this particular day and we're going to play Halo 3 just like old time!" and the thing about that which was sad was "Why should it be just like old times? Why shouldn't it just be like Whenever?" because that game is still vital and viable because there's a thriving community around it, why do games have to get old and die? It's been designed into those games. [b]29)[/b] DeeJ mentions that as much as you talk about deliberately sustaining the game with breadcrumbs for the gamers to have their best experiences, he enjoys the fact that it won't be a grind, because he's played games before where they take a great action game and they make it not as good with the inclusion of investment, he's played games where he says "why am I using this gun I hate using this gun!" but he's using that gun because he has to in order to get that other gun, he's force feeding himself a cauliflower to have a cinnamon roll later on. [url=http://www.bungie.net/en/Forum/Post?id=63361438&path=1]Link to next post.[/url]

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      • Edited by Proto_Nova: 1/19/2014 2:37:46 PM
        Thanks once again Hylebos! It's quite enjoyable to listen to the podcast and simultaneously skim through your transcription .

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        • If they really mean it about investment that is encouraging. Because I honestly see Destiny as a 1 time playthrough and then I'm done. If they can sway me after the game ships I may consider getting it possibly. I'm gunna let my friends tell me first probably. I'm weary of buying games when they first come out nowadays whereas I could just wait a few years and get it half off or even cheaper for the same experience. I'm also not really into the whole MMO scale type game so yeah ... I feel everyone is the same in the end so will be interesting how they plan to topple that.

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        • It's been a pretty slow build up, but man I'm actually starting to get a little antsy for Destiny to come out! Bungie definitely knows how to explain all the right concepts to make great game investment systems, so I'm excited to see how it'll all look when they're a part of the game. This is pretty off-topic so maybe I should just make a thread about this question, but has anything been confirmed about being able to transfer a character from Destiny on the Xbox 360 to an Xbox One or PS4?

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          • [b]56)[/b] DeeJ notes the conversation has a running theme where "I'm awesome, but you can counter me" or "You're awesome, but I can counter you", that really feeds into the balance. What should people who are listening to this know about what Bungie thinks about Balance as it's a term that is commonly overused? Lars believes that something can be powerful as long as there is a way to deal with it. Something can be super effective in one realm whether it be small or general, as long as there is a way to get around it or counter it in some way. It's a hard balance to strike but that's why they play the game every single day because they are constantly looking at things and making sure that there's not one thing that's is so powerful that people can't possibly deal with it, but they're getting to the point that someone will say something like "Hunters are so overpowered" and they'll nod but someone will say "But Warlocks are so insane at the moment!" and they'll nod and someone else will go "But Titans are BLUH" and they're all right because they're all powerful in their own respects, but they do pay attention for if something crosses a boundry where it's so good up close but also kills things from a long distance or too good in too many situations. [b]57)[/b] DeeJ has a mini rant about how people totally go crazy over hunters because of the cape and the golden gun and how they play so well in the marketing and all the hero shots of the hunter and everyone is totally like "I'm going to be a hunter an exo hunter!" but there's three classes, give them all a chance because it's interesting to see how that oscillates. People will get used to strategies over time and then something new will become overpowered and they anticipate this and someone will figure it out how to counter it and then something new becomes soup du jour and so on and so forth. It feels awesome to try new things. [b]58)[/b] Since the different builds and classes are tied to different tactic sets, the more you play it the more something works the less effective it becomes, even if they aren't reading their bullshit on the internet (as Jason Jones puts it), the community will collectively adapt to that. It's great that the flexibillity is there. [b]59)[/b] The balance problem is solved for Urk with regards to that philosophy that it seems like it should be overpowered, but there's ways to counter it. If you practice something, you'll get good with it, and you'll be a terror to anyone who isn't expecting you. [b]60)[/b] The movement modes can help you escape from people who have the jump on you, Halcylon really enjoys using the Slide to break the line of sight and such. They call it the Weldon because that employee was doing the shit all the time. They mention that the movement modes disable your abillity to fight for a short amount of time, so if you want to double jump or glide you're put in weapon down mode and you can't rain grenades on people and such. [b]61)[/b] With regards to maps, once you add the vertical movement what used to work in Halo doesn't work anymore, but let's incorporate that in a way that is really fun and lets you use your movement modes but it's a tactical choice because you won't be able to fight and in that respect the maps are going to feel Halo-like but that's more so due to Bungie sensibillities and such. A map named rooftops we've seen in videos with a big dynamic fan on the top. Controlling players but allowing them freedom of movement is a tough balancing act. [b]62)[/b] The Maps in Destiny are made specifically for competitive multiplayer, they may take place on Mars but they take place in a different location from where the public events happen, they're 100% designed from the ground up to be awesome competitive maps, unlike Reach. They want to make sure that people aren't enjoying their personal story only to have some guy up on a ridge saying "LET'S PLAY MULTIPLAYER" and shoots him in the head. They made a very concious decision to have areas where you leave behind the notion that all Guardians are on the same team for a force good. [b]63)[/b] Multiplayer is what brought a lot of these guys to their jobs, and they're very happy that they can take past lessons and experiences and knowledge and apply it again to try to continue the tradition of having a highly engaging competitive multiplayer. [b]64)[/b] How daunting is it to take the past and change it up in a way that feels new and give people a reason to come back? They're being really ambitious in the same way that they refreshed playlists and changed things up, they'll be able to do that across the entire board of Destiny, they plan for being able to do that ahead of time to make sure their tools can do that and that they can do it in a very streamlined manner. If they can't adapt while they're live they're going to absolutely die. The conversation is winding down. [b]65)[/b] They feel the game is in a very good place, and there's still a ton of time to continue building new and exciting things.

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            • Edited by Hylebos: 1/18/2014 4:47:33 AM
              [b]45)[/b] The other thing that Lars played was the Raid stuff (which is apparently Luke Smith's domain), he was very impressed about how secretive they had kept it and it adds something to the game that really compliments the activity for every mood mantra that Bungie has been pushing. Raids feel very different and it was fun to play and you're like "How the hell are we going to do this" and an hour later you're like "LIKE THAT" [b]46)[/b] Enough about other people, it's competitive multiplayer time. DeeJ begins by mentioning that there's a lot more to play with and things are different between higher lethality and a more diverse sandbox and more ways to fight and kill others, an investment game to wrap all around it, Tyson talked a lot about balance, what is different for you as a designer tackling the competitive multiplayer sandbox, building that arena, what should fans expect from Destiny? [b]47)[/b] The first thing they'll notice is that they're not making Halo again and that should be exciting. It's hard, but it's a different game and while the sandbox is different the way it feels and the way you move is reminiscent of Halo but the new things in Destiny like the vertical movement modes and all the different types of grenades and all the choices you're making on your focus and build makes the game feel really different when you run across guys and you go "wow I don't understand what he's doing exactly but that is really cool!" and you have your own set of tools that you use and the sort of player verbs that we have now are much deeper than what we had in Halo and the game is much more strategic in a way where you understand your own build and you go in and attack a situation in a different way depending on where you're at, what mood you're in, what gametype you're playing, all that jazz. [b]48)[/b] Looking at it on paper it might seem like it would be very complex, chaotic, and confusing, but it just feels so simple to slip into it and pick things up, you really quickly pick things up quickly, that guy is a Hunter, he's going to be on the peripheral and he is going to pounce, hit you from long range, land all of his shots, if you want to be successful you need to not be in the open and close with short range stuff and outsmart him, you learn these play patterns that people have and their abillities, like a Titan that always has short range stuff and he's going to run in and smash you or wait for you to run in and he's going to punish you for making the wrong move. It's more complex but it retains the simplicity and clarity of combat. Easy to learn, difficult to master. [b]48)[/b] I can play, I can be competent, if I'm skillful I'm going to win more than I lose, the longer I play the more nuance and the more shades of gameplay I'll see and the more abillities I'll unlock and the more movement modes I'm going to be able to understand, something like I'm going to blink instead of double jump because it's harder to use but it's more effective against someone in a offensive situation instead of in general, all that stuff is cool and fun to play with. [b]49)[/b] Skill is still very important, and it's not just thumb skill, it's understanding how you're outfitting yourself, what weapons you're taking what choices you're making in your build, and understanding how to use all that, like how you get around the map depends on what vertical movement mode you've chosen and there are moultiple ways into each of these more powerful positions that you want to hold on the map, there's one gametype where it makes map control really obvious, you can look left and right and if there's a door to my right a staircase to my left, and straight ahead there's this hole blown in the wall, I know there's three ways people can come in, the game is still predictable but the game has more depth, is the guy going to come up the stairs or through the door or is he going to glide through the wall, what's he going to do when he gets here? Should I plant my proximity grenade on the ground so he lands directly on it, do I want to hide in the corner and sprint and melee him in the face, (while dodging his arc blade), it's really cool how there's a surprising amount of depth to each encounter and again it takes a lot of skill, the guys who play for a while can outstrip people who haven't. [b]50)[/b] That's not to say that they're winning because they have better characters, it's just about understanding the map and the mechanics better, knowledge matters. DeeJ has found with games like Halo that he's somewhat streaky and inconsistant, he's not sure why, but he finds that he's more consistant at Destiny because he has reasons to live and he's not just thinking about "I need to run fast through the map and put shots on a guy", he's thinking about "Well if I do that I'm probably giong to die and feeding them supers" so I have to be smart about how I approach this situation and play to my preffered playstyle and skirt the edges a little bit, lure people into traps, be chaotic, and that's all because of the systems that encourage him to come up with a plan and stick to it because he wants to stay alive because that's how he'll get these supers and if he dies all that's going to do is accelerate the loss. You've got to look at map position and builds and stuff like "I have a hand cannon, now I need to work from the edges, now I have an auto, now I've got to close the gap or flank them". [b]51)[/b] What Lars is talking about goes deeper than thumb skills, but when you start talking about jumping through a window and deciding what abillity to use you get into a discussion about tactics, what would you say to a player who likes games that blend skills and tactics? Lars thinks that Destiny has a lot going for it in that realm, and going back to the builds it's your outfitted character minus your weapons and whatever armor you have set up so you have a bunch of abillities you're choosing and when you choose those abillities you migh tnot be thinking about what tactics you're going to employ those abillities in, but when you decide to take something like the Arc Prox (which is currently his favorite weapon in the game) it's a proximity mine that attaches to any surface and perpendicularly juts out electrical damage in a line four seperate times, it's really fun to use a trap, you don't expect to get kills but you can use it to zone your opponents so you can either force them to go a different way or take advantage of the hesitation to flank. It feels really good. [b]52)[/b] Urk shares an anecdote about when he was playing as a Warlock and the Axion Bolt came on and people were like "HOW MANY NOVA BOMBS DOES URK HAVE?" and they're like "They're just Axion Bolts they're different!", and that's where map design comes in. One of the hardest things they encountered early on was how do you make map movement predictable with all these forms of vertical movement modes? Once you understand the maps and you understand the movement modes things are predictable and you can force people to do things and they can force you to do other things and it goes back to the skill conversation they had earlier. There's a lot more to it than anyone is expecting, and that's a ton of fun. It's just as much fun to land a super as it is to make someone else miss theirs, and it feels really good. [b]53)[/b] Lars shares an anecdote about how he was just playing as a Titan that had an abillity where he sprints and does a shoulder rush and kill dudes but they see you coming a mile away and they can counter you if they see you doi it but he's shoulder charging towards Josh Hamrick and he doesn't see him, he snaps on Golden Gun, he turns, sees him, at the last second he connects right in the face and Josh screamed like a girl as Lars is like "YEAAAAAAAAAAAAAH" and things like that happen all the time and things come out of nowhere and surprises abound, people are in super mode and you can still shut them down. [b]54)[/b] There's all these hero moments that make for great narrative pieces where where you or someone on your team do these combine tactics where two people defend a space and someone comes in, you pepper them out, you throw an axion bolt and when people get driven out of the back corner you use Fists of Havoc and it's so perfect and feels so good and exciting. [b]55)[/b] Many anecdotes about different combos happening are shared by several people, these layering events that build off each other. It's an experience not limited to the competitive mode, they've been playing cooperative and they're slaughering Fallen and clearing them out and they're like "Wait, we're supposed to be doing a misssion right?" [url=http://www.bungie.net/en/Forum/Post?id=63361453&path=1]Link to next post[/url]

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            • Edited by Hylebos: 1/17/2014 4:59:52 AM
              [b]30)[/b] Tyson doesn't mention the game franchise, but he played a lot of it recently and he also played the prequel and there's a difference between those games where in the first one they had a fairly punchy progression and you could have a functional character in a night's worth of play or a weekend of binging with your friends, you could try a lot of things in a short period of time, and when the sequel came out he and his friends all went out to get it only to discover that it took 50 to 60 hours to level up a character and it was a completely different experience just because of the time scale of the game from a something you felt you could do in a weekend to something you had to do in a week or two or three. On the other end of the spectrum you look at MOBAs like DOTA and League of Legends where you say "this is remarkable because you take an investment game and you compress it down to about 30 minutes", every single game of DOTA is an investment game where you say I want to roll a new character and I'll get him these items and he'll do this thing and that was great or oh that sucks I'm going to do him differently next time, and that's an intersting style of investment game there and people wouldn't neccessarily look at that and say "DOTA is an investment game" but it totally is. [b]31)[/b] How do you balance those two extremes between the short punchy cyclical rewarding investment game with the long term goals that is more in line with the Road to Recon or Mythic Tyrant stuff how do they collide? Tyson doesn't think they collide at all, they're just two different wavelengths in the same game, you can have a tight investment game where you find a new weapon and it's interesting and you ask "how can I upgrade this?" and you keep using it and you decide to go all the way with it and and that might only take an hour or two of play with a bunch of PvP matches, or you might have a long session where you're saving up for a new ground vehicle with freaking cool blue contrails, but the point is that you can have short cycles and long cycles and you want to introduce cycles of play, cycles of activity and their most famous design axiom at Bungie that gets the most press is 30 seconds at fun, and they think it's famous because it's true, it's a really useful design axiom, but that's not the only cycle, you have cycle of seconds where you get good feedback from firing a single bullet from your gun, to long cycles where you say "What am I doing this week? I'm going to get together with my friends for thursday night firefight and this weekend we're doing those challenges" you want to cover both ends. What the investment game brings to the table is "What if you had some even longer cycles?" The kind of cycles that make it worthwhile to form a clan and to have friends that your'e playing with in a commuinty and those sorts of things aren't in conflict at all, they're synergistic. [b]32)[/b] That's the intrinsic motivation again, when the community gets together and they do things to enhance each other's experiences that really don't have anything to do with what the developer intended but they take their own queue and they make their own action and what Tyson is doing doesn't get in the way of that, and if people want to speed run the game and if people want to go off and find ways to enjoy the universe they can, but you for the less inventive players lay out some bread crumbs between them and their future greatness. [b]33)[/b] Tyson notes that they might not neccessarily be less inventive players but they simply don't know that they hunger for these sorts of things until they taste it for the first time where they're going into an intresting space where Destiny is a shooter Destiny is an action game a lot of people out there are really familliar with and they love and they spend time playing it and they try to bring some additional elements to that where they're saying this is a game that is more fun playing with friends. You look at Halo 2 and it took Halo 1 and said "What if you could have that experience that you had during a lan party with friends and have that experience any time you wanted with a virtual sofa of friends?" The friends list came from Halo 2, they've always liked these games that you could play with your friends in a social fashion, and the best outcome is if the game introduces you to that even if you didn't know that you liked that and you find out you love it and all of a sudden your play experience has been enormously broadened. And there's a lot of people who know that they don't like certain things and such but that's pretty common and the game is great for those people to because there's a lot of content, but they think they're saying "Yeah, we want you to play this game with friends and if you don't have friends to play with then we got you covered we'll find you some we've got a ton of couches." [b]34)[/b] DeeJ knew that he liked social experiences going into Halo 2, but it made him love it to the point where he went "What am I doing? I'm starting a blog I'm starting a website I'm building teams to play this game, when my team gets full I'm building other teams to play this game" to the point where that's the reason he's working for Bungie. The systems Tyson's team has designed changes the way that gamers play games is the reason why you DeeJ is talking to Tyson in front of the internet. Hugs are shared. [b]35)[/b] Tyson started back in the Myth days where Bungie built this little community of a couple hundred people playing the game at any given time playing this obscure RTS game and the experience of playing that game and being part of that community is what eventually brought him in direct contact with people from Bungie and then he did an internship for a couple of months.. it's a process that brought many people to Bungie. [b]36)[/b] They joke about how many freaking exclusives Tyson revealed in this segment and how they'll have to go back and bleep that out, thankfully it sounds like most of it made it through the censor. Tyson's segment is coming to a close, DeeJ mentions that Bungie makes games that they like to play, and it's interesting to hear Tyson talk about the games that he likes to play and that Destiny is one of them. [quote][b]Part 2) Lars Bakken 38:36[/b][/quote] [b]37)[/b] Lars Bakken is the lead designer in charge of competitive multiplayer activities. Any time you go in and fight against other human beings he is in charge of that experience. Jokes are made about how he wasn't quite ready to talk about his job title quite yet but it would happen soon... [b]38)[/b] They encourage him to say whatever the hell he wants and not hold back because they'll just censor what they cant let through with bloops and such. Some jokes are made about what the noise should be. [b]39)[/b] They went at a really high level with regards to the Game Informer interview, they don't want to paint themselves into a corner but they're anxious to talk about the real stuff because there's a lot of cool things they're doing in Destiny. Game Informer really enjoyed the game, the first day and a half they were holding their cards close to their chest but at the end they somewhat lost it. [b]40)[/b] It's weird to be in a place where you can talk about concrete things after all of this time, not everything can be said but there's definitely a change in mode where they say "Well actually now we're going to let people play the thing... oh shit, hope they say good things" [b]41)[/b] What are you excited to see with the Winter Build? Lars wants to see how the story missions are coming together, they've made a lot of progress recently and some of the experiences are so freaking good with Marty's Music. Having those experiences coming together, the encounters are whipped into shape, the audio is coming in, the missions make sense, the fiction pieces flowing, it's really cool. Lars plays his stuff all the time so he knows what he's getting into with regards to the winter build. His voice is hoarse because he spent the past hour screaming during a multiplayer session from the sheer awesome, it's a good sign that things are coming together and he thinks the game is at a good point. [b]42)[/b] If the podcast gets delayed till January (it was), suck it, he was playing Destiny. [b]43)[/b] There's some amusing anecdotes about prepping the Bungie team before the Game Informer guys came and Urk is like "You've been playing for a while, please don't throw down and make it really obvious that you're not playing, but just be aware that they're getting their berrings for the first few minutes, and whoever gets first we're going to fire you." and then Luke Smith who was busy comes in last minute and they have this ongoing thing that goes all the way back to Halo 3 and he didn't get the message and the first five minutes he's taunting Urk and Urk is like -_-. Urk apparently took first place that match and they tap him on the shoulder and much amusement was had. [b]44)[/b] More amusing anecdotes are had about returning to old games like Halo 3 and they discover that "Oh shit there's people who have been here this entire time, they never left..." [url=http://www.bungie.net/en/Forum/Post?id=63361451&path=1]Link to next post.[/url]

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            • Thanks for breaking this down. I went through the entire thing myself beforehand, but I knew you'd be spreading the word once I got back into the forums. You are already a legend on these forums, regardless of how we become known in the game.

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            • Lovely! Thanks Hylebos! I'm most excited about all these different skillsets, builds, and loadouts--the Focii. Mostly because it kind of reminds me of Pokemon... Just an FPS where skill and strategy both matter. I cannot wait to get my hands on the MM!

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            • Thanks for this. It's nice to read this while listening to the podcast, just so I don't miss a single detail!

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            • Hyle, thanks for numbering your post.

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              • I'd much rather hear your thoughts on the specific things that came with the podcast. On how hand cannons will work as primaries, the weapon slots and each sub category within them. What preconceptions did you have that were shattered? What does that mean for you? You know, share those things. I know this isn't the thread for it, or what you were going for, that's just the type of thing I like to see from you. Something that steers thw thread into conversation more. Good summary thread regardless.

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                • People complain about terrible posts on the forums, then people like you post outstanding stuff like this and no one cares. I CARE. Very well put together, everyone should read to get all the extra notes they might've missed the first time around.

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                  • This was my favourite podcast out of all of them. Little tidbits of info to satisfy my Destiny cravings was nice to get indeed! Thanks for the write up, really appreciate the time it took! :)

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                  • Edited by Saxoclone: 1/17/2014 6:05:53 PM
                    #56 was where my mind really started to race. The way they were talking, it really sounds like it doesn't come down to just how good you are in moment-to-moment combat situations. You also have to think about how other people are playing and how best to counter them in terms of not only engagements but also in terms of how you build your abilities. Kind of like how in a MOBA, you can be really good at knowing when to engage, when to fall back, when to set up your teammates, but if your enemies are building magic resist and you build ability power, you're not going to do well. It's much more critical thinking. Nice work on the post by the way, can't imagine how long this took you.

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                  • So the teleportation movement is called "blink" ? That's sounds awesome! Amazing post BTW! :)

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                  • What I found most interesting is #50. I had predicted a while back that Bungie would incorporate MOBA elements into Destiny because of how hot MOBA games are right now. They not only revealed that you fill your super bar with kills, but it is hinted you pick up something when someone dies (Glimmer?), which most likely is the means by which one uses upgrades (kind of like "solar" in Awesomenauts). Interesting.

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                    • TL/TR

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                    • I will read through this at some point today, but I have to comment that I agree with you. This is a MUST READ/LISTEN. Even compared to the Game Informer bomb, this is the best group of information I've ever listened to about Destiny. There's nothing quite like listening to Bungie employees talk about them playing and loving their game.

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                    • I'm going to invest so hard in Destiny I'm going to find some unique ways to play this beast and then I'm going to write up some achievements and then share them and then declare myself king and duel anyone who challenges me. Come at me Bro I'm a Gunslinger/Titan hybrid. It's no secret that TF2 hats are a big business. I hope they talk about this on #42. Great shownotes as usual Hylebos. Super caring.

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                    • So grateful for this summary. Listened to the podcast but this will make it easier to review the facts. And there were so many new facts here. They only had to bleep out a few seconds too. Thanks for always taking the time to type these up - immediately no-less.

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                    • Nice write up Hylebos. I'll be sure to refer to this when I make my video on this. Cheers.

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                    • Dang, thanks man!

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                    • As someone who usually doesn't process the time required to actively sit and listen to the Podcast, I definitely wanted to send out my thanks to you. It was a great read!

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                    • Wow. Nice write-up, man!

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