Bungie Universe
This topic has moved here: Subject: Predicting Destiny Based on Halo 3: ODST and Halo Reach
  • Subject: Predicting Destiny Based on Halo 3: ODST and Halo Reach
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • of 4
Subject: Predicting Destiny Based on Halo 3: ODST and Halo Reach

Whisper Game Studios - shhhh, it's a public secret.
Webcam MVP
Sarsion.net
Bnet PM Policy

[*Please note that anything in my posts is likely to be filled with sarcasm, and should be taken with a pinch of salt. I tend to help people, usually*]

"With ODST, with Reach, in ways that we haven't revealed yet we absolutely learned important things from all of those games."
Joe Staten, Lead Writer and Cinematics Director for Halo 1, 2, 3, ODST and Reach

Practice.

Bungie began the development of Halo 3: ODST and Reach after their departure from Microsoft. In return, Microsoft contracted Bungie to develop two more Halo games before they could be set free to do their own thing. I think this benefitted both Microsoft and Bungie, allowing both companies the time, money and momentum to get them prepared for the final transition of Halo ownership, which will be complete, come March 31st 2012.

For Bungie, it seems that those extra 3 years of preparation, from 2007 to 2010, gave them the chance to do more than just prepare themselves for a life without Halo; it gave them an opportunity to actively field-test concepts, techniques and gauge public response to what they were planning to do post-Halo.

"The deal was essentially: we make a couple more Halo games, we leave Halo with Microsoft and we can split amicably."
Harold Ryan, President of Bungie

Halo 3: ODST - Developed 2008-2009
Halo 3: ODST came to be when the Halo Chronicles tie-in with the Halo Movie fell through. It was developed in the space of just 14 months and was released in September 2009; which means the development began in August 2008. This is supported from this update posted by lukems at 8/15/2008 4:09 PM PDT.

So, what's important about ODST? Well, it gave us a few things that were ultimately different from Halo 1-3, that I believe were Bungie's important development lessons.

* The VISR mode (night-vision)
* Much more realistic characters and interactions
* Subliminal messaging for the future (through environments)
* The compass (NSEW at the top of the HUD)
* The overview map, which we could set destination-markers on, or see quest-locations
* The hub world; reusable environments, both day and night
* Our first sense of being the character, having no backstory to go by but our own
* Quest items (clues)
* Multiple playable characters
* A huge consistent open environment with naturally spawning AI and events
* A meta-story, Sadie's Story
* Our introduction to a space-to-ground sequence
* Huge scripted sequences in the distance in real-time (glassing, etc)
* Introduction to animals that aren't just birds or rats, although dead (this is actually important)
* A true sense of being vulnerable against enemies that would be pushovers as a Spartan
* Firefight - an understanding of controlled combat situations and environments and how to design for the ultimate experience that could go on for hours, yet still be fun
* Music that breaks away entirely from the heroic, ancient and galaxy-saving superhuman theme; much more relaxed and moody
* Made with a really small team using a pre-existing engine and some pre-existing assets, but being able to construct such a large amount extra in just 14 short months

And there are probably even more that I'm neglecting to mention.

Halo Reach - Developed 2007-2010
Halo Reach ties in many of the significant features from ODST and expands upon them a thousandfold.

* Armor Abilities (Sprint, Jetpack, Camo, etc)
* MoCap-animated characters and cutscenes
* Vignettes sequences in level (scripted animated action scenes during gameplay)
* An entirely detailed planet and backstory, along with geographies and architecture
* An entirely customizable character, with an in-built economics system
* Integration of multiplayer and Firefight areas into Campaign to truly maximize for tested enjoyment
* Reusing environments to see how changes such as a higher tide, or battle-damaged affect mood
* Our second and properly fleshed out sense of being the character; having no backstory to go by but our own
* Orbital weaponry (this seems significant to me for some reason)
* Fully fleshed out characters with defined personalities, actors and appearances
* Epic space battles.
* Hugely non-linear environments and levels, with sufficient dialogue and action to support, without negatively affecting level appearance in an obvious way
* A meta-story, the datapads
* A true in-engine cutscene transition from ground movement to space battles without any loading screens (this is SUPER important)
* Huge scripted sequences in the distance in real-time (glassing, warfare, etc)
* Introduction to huge and lifelike fantasy animals that you can interact with, and even kill and be killed by (this is more important than ODST's animals)
* A return to being afraid of the aliens you're fighting, in terms of their brutality and alien nature.
* Not many people know this, but Bungie actually wrote an entire Sanghelios language for the voice actors to do their Covenant dialogue in. An entire alien language. Not just warblgarlblarrgh or reversed English.
* Music that breaks away entirely from the heroic, ancient and galaxy-saving superhuman theme; and much more focussed on the death and loss on a dying planet in a lost war.
* Forge was completely revised to incorporate massive amounts of asset-placement with a variety of reusable objects in a map roughly the size of a small campaign level.

But don't just take my word for it:

"We wanted to make sure that this planet felt like a real place; that it was a lived in place, with a real history, a population and a backstory all together."
Marcus Lehto, Creative Director

If you've ever explored Winter Contingency, you'll know full well the extent that Bungie went to populating this game with detail that the gamer familiar with Halo games from the past would never see. Why wouldn't they focus on simply designing a linear path as they have before? Why the multiple paths, the multiple locations, orders and scenarios in a level largely designed to be linear? Why the decorated history of the population that we only get to talk to for a whole of 5 minutes?

We'll get to that.

"We defined three distinct geographies that we wanted to explore: Boreal, Badlands, and Temperate. In addition we explored a ton of architectural styles, including this Pioneer style, which is this more rustic colony kind of place to live, Industrial, Hyper-Urban and ONI."
Marcus Lehto, Creative Director
Winter Contingency - Boreal, Temperate, Pioneer
ONI: Sword Base - Boreal, Badlands, Industrial, ONI
Nightfall - Badlands
Tip of the Spear - Badlands
Long Night of Solace - Badlands, Industrial, Space
Exodus - Hyper-Urban
New Alexandria - Hyper-Urban
The Package - Boreal, Badlands, ONI, Industrial
The Pillar of Autumn - Badlands, Industrial
Lone Wolf - Badlands, Industrial

That's a lot of variety in geographies, now that you mention it, Marcus. I wonder if you could say that it was practice to get used to, and to have a library of concept art and reference images for such environments. Seems to me like they could all quite easily be interconnected together to build a cohesive world that isn't limited by cutscenes and levels, don't you think?

"We set out really to define every detail about this planet Reach, including the planet's colonization history, its overall geography, primary economies, major population centres and strategic military sites. You might not see this in the game, but for example, Reach orbits Epsilon Eridani, a star. It's got a 27-hour day, a 390-day year, and those that are born on the planet are called "Born-Heavy", because it's a little bit bigger than Earth."
Marcus Lehto, Creative Director

Okay, dude, that is an entire planet. You weren't joking about clearly defining the details. Combine that knowledge with the geographies and architectural styles and you've got yourself a pretty formula for creating an entire playable planet, don't you think? Or at least a continent. Not to mention the sheer level of detail you've gone into the planet's backstory, most of which we aren't "privy" to, which I believe you're going to discuss with us now.

"As far as the shooting style: we didn't have any "Meanwhile" moments, things that you've seen in movies all the time, when you see someone that might'velike, Colonel Holland giving a briefing the Spartan team, if you saw him prior to this and seen some of his motivations, it would certainly tell you more about the story, but it's not something that the Spartans are privy to, so That gave us the opportunity to know that we were working within these rules, and use the Spartan reactions as our information throughout the game."
Marcus Lehto, Creative Director

So you've developed all of this information about Reach, its population, its fauna, its geographies, its system, but you've decided to slap some tunnel-vision on us and only show us what we're privy to? Intriguing.

This does two things; the first being that it puts us into a solid and entirely conceivable and believable world; the second being that it made me think about why you went to the effort in the first place. The only logical conclusion I can reach (no pun intended) is that you went to such effort in order to warm Bungie up for what's yet to come with Destiny, for all disciplines.

[Edited on 02.06.2012 1:13 PM PST]

  • 02.05.2012 5:22 PM PDT

Whisper Game Studios - shhhh, it's a public secret.
Webcam MVP
Sarsion.net
Bnet PM Policy

[*Please note that anything in my posts is likely to be filled with sarcasm, and should be taken with a pinch of salt. I tend to help people, usually*]

So what does all of this mean for Destiny?
I believe Bungie has spent the past 5 years defining the nature of Destiny through small windows in ODST and Reach, really showing us what they wanted to do with the game. There's plenty tests that have shown things that never fit into a Halo game, such as boats, boarding of wildlife and enemies, huge planet-wide warfare, large-scale battles with hundreds of AI participants. None of these things made it into Reach, but only because they weren't suited for Reach. Who's to say they won't make a showing in Destiny? There appears to be many opportunities for one to use all kinds of transportation, such as boats, aerial vehicles and carsor even wildlife, like how the Moa were intended to be rideable, or even the huge Gúta.

Many of you have already read through and had a look at my Destiny Map Revision, and in it are what I believe to be volcanic mountains, dense forests, a lake (with depth indicators, which is curious), a city, roads, rivers, as well as badlands and potentially marshes. Most curious of all, are the two giant circles that appear unnatural to the environment as we've already seen it.

Here is the definitive list of things that I believe will be in Destiny:

*An entire world made of varying geographies that interconnect and make up one huge playable planet
* Armor Abilities (Sprint, Jetpack, Camo, etc)
* MoCap-animated characters and cutscenes
* Vignettes sequences (scripted animated action scenes during gameplay) naturally occurring around you (either involving you or completely separate)
* An entirely detailed planet and backstory, along with geographies and architecture
* A compass (NSEW at the top of the HUD)
* An overview map, which we can set destination-markers on, or see quest-locations
* Reusable environments; both day and night, populated, unpopulated.
* The truest sense of being the character, having no backstory to go by but our own, making our destiny as we go along
* Quest items
* A huge consistent open environment with naturally spawning AI and events
* A meta-story (perhaps many, many meta stories)
* Realtime space-to-ground sequences that we choose (with orbiting satellites, or moons as our destination) without any loading screens or perhaps even cutscenes (see Infinity for what I mean by this)
* Huge scripted sequences in the distance (and perhaps nearby) in real-time
* A whole variety of wildlife that can be interacted with; marine, aerial, mammals, etc.
* A true sense of being vulnerable against certain enemies whilst feeling powerful over others
* Controlled combat situations and environments and how to design for the ultimate experience that could go on for hours, yet still be fun (as seen in Firefight)
* Entirely new music; new motifs, atmospheres. From what's been heard at the start of O Brave New World, it sounds like it'll be dark, ominous and foreboding.
* An entirely customizable character, with an in-built economics system
* Orbital weaponry
* Epic space battles.
* Fully fleshed out characters with defined personalities, actors and appearances
* Gigantic and truly non-linear environments and missions/quests, with sufficient dialogue and action to support, without negatively affecting the worlds' appearance in an obvious way
* Being terrified of the aliens or enemies you're fighting, in terms of their brutality and alien nature.
* In keeping with the little-known Covenant language developed for Reach, perhaps we'll see a much more documented version of this for Destiny. Keyword: practice.
* Forge making a comeback. We've already seen Grognok in the O Brave New World ViDoc, and we've already heard that they've trademarked it. Sounds to me like Bungie may release this software to allow us to build our own worlds, our own missions...our own everything...and then share it with the world.
* Theater mode, or at least Bungie Pro in some form, will be making a comeback. I imagine this will function in the same way as Halo Reach's, but with a much more in-depth functionality, perhaps even an in-game editor.


Currently, that's how I see Destiny shaping up to be. There is no easy way for anyone to figure out what Bungie is doing until it is revealed to us, but if I know Bungie, I expect a lot of what I've listed above to be the case.

Bungie did say that their game will eventually be more the fans than theirs, and I feel like with the features, Groknok, the idea about having a destiny and owning it, and making it yours...just seems to add up to make perfect sense.

Guess we'll just have to see Bungie starside whenever they're ready. I'm looking forward to it.

OTHER ARTICLES YOU MAY LIKECortana 5's Bungie Formula: Durandal, Cortana, Joyeuse? thread.
Cortana 5's Joyeuse Thread Ver 2.0 thread.
Cortana 5's Seven Seraphs, Osiris, New Monarchy, Dead Orbit thread.
SonicJohn's Destiny Map thread.
SonicJohn's Bungie Servers - Connecting Multiple Platforms Online thread.*
(*Ignore the Aerospace perspective.)
x Foman123 x's Destinypedia - External Wiki for all things Destinyrisay_117's Destiny Information Shortlist threadncsuDuncan's Waiting For Destiny blog.
ncsuDuncan's Scraps of Destiny blog.
ShamusYoung's "The Biggest Game Ever" video


Test

[Edited on 03.04.2012 12:34 PM PST by Qbix89]

  • 02.05.2012 5:23 PM PDT

Posted by:ScubaToaster
Posted by: HipiO7
This man, this man right here put it so eloquently that I actually cancelled my own 2000+ word long post.
/slow clap for respect


:)
The person who said participating is important, not winning, obviously never won anything.

Ever since playing ODST, I noticed Bungie was introducing new aspects into the game that weren't fully fledged made for that current title, but rather a half assed aspect left for feedback to later be improved and introduced in future titles.

After all, as Bungie said themselfs, they were tired of making Halo. And they used their own last Halo games to test new ideas and get some real time feedback from their faithful Halo fans of what they did right, and what they did wrong, no matter how harsh the criticism was. It's what they were looking for. They had what many other companies don't have; the balls to innovate on a tried and true formula to better their future.

Nice to I wasn't going on the wrong direction. Great thread.

  • 02.05.2012 6:00 PM PDT

In a time long past, the armies of the dark came again to the lands of men. Their leaders became known as the fallen lords, and their terrible sorcery was without equal in the west.
In 30 years they reduced the civilized nations into carrion and ash. Until the free city of Madrigal alone defined them. An army gathered there, and a desperate battle was joined against the fallen
Heros were born in the fire and bloodshed of the wars which followed and their names and deeds will never be forgotten

I am sure Bungie will use all the tools at their disposal to make their new game.

  • 02.05.2012 6:11 PM PDT
  •  | 
  • Veteran Legendary Member

Don't be stupid like I was! Check to see what that Forum Ninja is saying to you!

"I may not like what you say, but I will defend your right to the death to say it!"

"Tolerance is a virtue, and virtue builds character."
-Onyx81

Amazing read! Well done! I know understand why Bungie would name the game Destiny.

  • 02.05.2012 6:17 PM PDT

how do I play games on this website

  • 02.05.2012 6:48 PM PDT

Nice post. Looking forward to Destiny

  • 02.05.2012 7:13 PM PDT

Oly Oly Oxen Free

Well, apparently assassins creed was just a test for splinter cell conviction's crowd ai back in the day, so who knows.

All sounds very plausible though, good thread OP.

  • 02.05.2012 7:34 PM PDT

"I will show you how a true Prussian officer fights!"

"And i will show you where the iron crosses grow..."

- "Cross of Iron"

Very interesting!

  • 02.05.2012 7:57 PM PDT

Cave Johnson here, we're done!

PS: If you are reading this comment while imagining my voice, don't panic. That's just a side effect of the testing.


Posted by: SonicJohn
*An entire world made of varying geographies that interconnect and make up one huge playable planet


You connect the dots well, but this is the only thing I don't see.

By what extent do you see as one huge playable planet? Do you see it as a literal planet? Or is it just a sectional planet. And by that I mean there is a story behind the planet, but playing it limits you to only certain areas of the planet, like you would be stuck with New Alexandria if it was a fictional city on that planet.

This is feasibly impossible, even having a city as one portion of a large planet is beyond our dreams. If the technology was there to do it, it would have likely been done already.

People might mention games that involve you flying in from space and flying around in the planet's atmosphere, but some people don't understand the scale that is the surface area of a planet, and any game demo out there I guarantee does not come close to the physical size of a planet.

Now maybe they can scale it down a bit, but with scenes like this, I doubt that they could pull off the disk space for console platforms to play on.

Now maybe they will make a planet, and only certain areas can be played in like the city of New Mombasa in ODST would, or the first level in reach but with more, but an entire planet is unthinkable.

  • 02.05.2012 8:01 PM PDT

Whisper Game Studios - shhhh, it's a public secret.
Webcam MVP
Sarsion.net
Bnet PM Policy

[*Please note that anything in my posts is likely to be filled with sarcasm, and should be taken with a pinch of salt. I tend to help people, usually*]


Posted by: tinyohyeah
This is feasibly impossible, even having a city as one portion of a large planet is beyond our dreams. If the technology was there to do it, it would have likely been done already.
It's actually pretty feasible.

Consider the size and scale of both World of Warcraft and Skyrim.

Now consider the size of Infinity (which I linked in my second post).

Yes, that is an entire planet. Yes, that entire planet is explorable. This game has and will have billions of planets.

You're thinking archaically, thinking about disk-space. What if Bungie used the exact same sort of technology to allow scaling of planets and sheer amount of detail to exist that is in the Infinity video I showed.

Usually, that level of detail would be unattainable, but Bungie's been hiring a lot of dudes that can help with the optimization of something as scary and crazy as that. Hell, they've been saying a lot about how scared they are of failing purely because of how huge this game is already.

Groknok looks like it builds environments up quite rapidly with 3D assets. I'd harbour a guess that the mountains and landscapes are built using some form of heightmap (in a similar way to how I built my 3D Destiny mountain, which is actually of a pitiful 400 kb or something). It looks like Groknok effectively "paints" in 3D. Imagine that the 3D mountains being rendered in the editor were actually in the backend as an image of black and white values. These values would essentially determine the height of the land.

Using this sort of method, combined with the creation of an entire planet map, you could - with manpower and time - effectively build an entire planet.

Then it's just a case of populating it with whatever is necessary. I expect a lot of repeat-assets, but ultimately, it should work out.

I understand your viewpoint though, but I've spent a long time pondering over this, way before I posted this thread. So I'm fairly confident what I'm saying is feasible, even if it isn't the case.

We'll see, though.

Edit: also, this.

[Edited on 02.05.2012 8:38 PM PST]

  • 02.05.2012 8:21 PM PDT

Posted by: Commander GX
Bungie.Match.com: Our Johnson knows what the ladies like.


Posted by: chiefkid10
how do I play games on this website


wut

  • 02.05.2012 8:54 PM PDT

Dude great post.. very interesting and I cannot wait to see if your predictions are correct.. which i hope they are!

  • 02.05.2012 9:01 PM PDT

Posted by: Commander GX
Bungie.Match.com: Our Johnson knows what the ladies like.

I was already expecting Destiny to be huge. But, if this is correct, it will be many times bigger than I would have thought possible.

  • 02.05.2012 9:06 PM PDT

Cave Johnson here, we're done!

PS: If you are reading this comment while imagining my voice, don't panic. That's just a side effect of the testing.


Posted by: SonicJohn
Consider the size and scale of both World of Warcraft and Skyrim.

Now consider the size of Infinity (which I linked in my second post).

Yes, that is an entire planet. Yes, that entire planet is explorable. This game has and will have billions of planets.


Again, like I said, the scale of a planet is far to massive. The demo you show is of a planet with only geometric data on it, limited and lacking in detail other than geology, hell even the textures lack detail when you approach them closely. How can you expect us to "play" on the entire planet?

And it doesn't matter how many planets you have, in one entire scene that's all that they draw space wise, a planet, it's rings, and the geological surface detail of a much smaller planet than earth (and I mean much smaller).

I have seen infinity before, but that's all they can really render at one time. Now imagine having to do an entire planet like earth, but with characters and cities and not just geographical data, but with characters that talk back to you with sound and stories.

You're thinking archaically, thinking about disk-space. What if Bungie used the exact same sort of technology to allow scaling of planets and sheer amount of detail to exist that is in the Infinity video I showed.

I'm thinking archaically because I'm basing this off the fact that bungie wants to be multiplatform, and this isn't something that a game disk for the 360 or the ps3 can handle.

Usually, that level of detail would be unattainable, but Bungie's been hiring a lot of dudes that can help with the optimization of something as scary and crazy as that. Hell, they've been saying a lot about how scared they are of failing purely because of how huge this game is already.

Hire as many people as you want but the technology isn't there, rendering an entire planet like I said is impossible, we can only scale it smaller, and there in lies the possibility, but infinity isn't built for a game on bungie's scale, WoW is, but then again WoW fits on several disks if you had it when you had to physically install it with disks.

Now imagine WoW, but with characters that have stories, do quests, have AI that is of the level we have seen in previous games made by bungie, and lots of them, and to finally hit the highpoint, speak. The shear sound data from telling stories on WoW scale is too much.

Groknok looks like it builds environments up quite rapidly with 3D assets. I'd harbour a guess that the mountains and landscapes are built using some form of heightmap (in a similar way to how I built my 3D Destiny mountain, which is actually of a pitiful 400 kb or something). It looks like Groknok effectively "paints" in 3D. Imagine that the 3D mountains being rendered in the editor were actually in the backend as an image of black and white values. These values would essentially determine the height of the land.

Anyone with 2 years experience can randomly generate geometric land with a 3D program. I have done it, I know some portions of the techniques to do it, and it isn't something that people can't learn.

Also just because the data is cheap doesn't mean that rendering them and using collision data and whole other things that go along with using geometry in games isn't. The infinity demo only shows surface details.

Using this sort of method, combined with the creation of an entire planet map, you could - with manpower and time - effectively build an entire planet.

Not to the scale of a planet like earth, nor the scale of the infinity planets, unless of course 10% was inhabited by stupid AI drones that only knew how to die upon some sort of condition.

I understand your viewpoint though, but I've spent a long time pondering over this, way before I posted this thread. So I'm fairly confident what I'm saying is feasible, even if it isn't the case.

I only bring up disk space because of cross platform issues, production costs for that game would skyrocket. It's feasibly impossible for platforms aside from the PC. PC users are already used to multiple disks, especially for installing games. Battlefield 3 ships on two disks, 360 disk sizes are quite small.

So in the scale of things, think Skyrim size for consoles, and WoW size for PC's. Infinity is only feasible because they only have to render one planet and it's exterior area with small geographical data.

Geography data is cheap, but detailed objects like houses and people and cities and most structures in general are anything but cheap.

But an infinity size planet with the detail of WoW isn't possible to be shipped on 360 or PS3 Disks.

We'll see, though.

My sentiments exactly. I will be quite pleasantly surprised to see this, and will openly write an apology pm in these forums to you if I'm wrong.


[Edited on 02.05.2012 9:39 PM PST]

  • 02.05.2012 9:36 PM PDT
  •  | 
  • Exalted Mythic Member

I came for Halo, but I heard the Tru7h, fought thru Carnage, and stayed for Bungie.

No one cares how much you know, until they know how much you care.--Teddy Roosevelt

All I know is that Bungie is going to break life with this game.

  • 02.05.2012 10:00 PM PDT

We’re flawed because we want so much more. We’re ruined because we get these things and wish for what we had.


Posted by: HipiO7
Ever since playing ODST, I noticed Bungie was introducing new aspects into the game that weren't fully fledged made for that current title, but rather a half assed aspect left for feedback to later be improved and introduced in future titles.

After all, as Bungie said themselfs, they were tired of making Halo. And they used their own last Halo games to test new ideas and get some real time feedback from their faithful Halo fans of what they did right, and what they did wrong, no matter how harsh the criticism was. It's what they were looking for. They had what many other companies don't have; the balls to innovate on a tried and true formula to better their future.

Nice to I wasn't going on the wrong direction. Great thread.

*starts slow clap*

  • 02.05.2012 10:01 PM PDT
  • gamertag: [none]
  • user homepage:

"Awesomeness will ensue..."

BEN SPARTAN120


Posted by: SonicJohn


John, you're a legend. Very interesting read [as always] I'd say you're onto something here.

I genuinely hope that this is what we're heading towards, and not one of these modern pay-to-play games. So many let downs out there these days :-/



  • 02.05.2012 10:27 PM PDT


Posted by: SonicJohn

Hell, they've been saying a lot about how scared they are of failing purely because of how huge this game is already.



"...more the fans than ours..."

This theory derives from your post and this quote from the ViDoc;

If the campaign will take place on the "Destiny Map" continent and if Grognok is a forge type community level editor/generator it may be possible that the community will build a planet that Bungie starts; adding islands and continents etc.

With the possibility of spaceflight, we may also be creating our own planets.

The only problem with this theory would be quality control; it would be difficult to regulate the quality of content that is distributed en masse...

[Edited on 02.06.2012 12:44 PM PST]

  • 02.06.2012 12:42 PM PDT

Whisper Game Studios - shhhh, it's a public secret.
Webcam MVP
Sarsion.net
Bnet PM Policy

[*Please note that anything in my posts is likely to be filled with sarcasm, and should be taken with a pinch of salt. I tend to help people, usually*]


Posted by: SolidHNTR

Posted by: SonicJohn

Hell, they've been saying a lot about how scared they are of failing purely because of how huge this game is already.



"...more the fans than ours..."

This theory derives from your post and this quote from the ViDoc;

If the campaign will take place on the "Destiny Map" continent and if Grognok is a forge type community level editor/generator it may be possible that the community will build a planet that Bungie starts; adding islands and continents etc.

With the possibility of spaceflight, we may also be creating our own planets.

The only problem with this theory would be quality control; it would be difficult to regulate the quality of content that is distributed en masse...
I love it!

I had thought a similar thing, but disregarded it due to it being really scary, but also that quality control aspect.

Could it be that Bungie's allowing us to assist in developing and building...a whole world?

World domination?

o lawd.

  • 02.06.2012 12:58 PM PDT


Posted by: SonicJohn

o lawd.


Ha ha yea. That might be where the new in game economy comes in - players would need to buy world making "real estate". Players with the most in game currency would get their stuff distributed. That only leaves the problem of getting currency in the first place. Maybe through quests? Or playing other peoples maps? hm.

[Edited on 02.06.2012 1:44 PM PST]

  • 02.06.2012 1:06 PM PDT

8/5/08 Bungie Favorites- NoEnd
7/1/09 Bungie Favorites- RECON Devil
9/9/09 Bungie Favorites- Champion
5/22/10 HaloCharts Favs- Prey

Incredible thread! I knew Bungie was trying something different with Reach and ODST, which is why they didn't "feel like Halo games" but to assume it has to do with preparing for Destiny makes sense.

100/10

  • 02.06.2012 6:54 PM PDT

Snakie Purple.

"Hamdog, Hamdog, Hamdog, Hamdog"-Hamdog.

Twatter

Good read Sars! :D

  • 02.06.2012 8:01 PM PDT

  • Pages:
  • 1
  • 2
  • 3
  • 4
  • of 4