I wish I could interview developers
But unfortunately, that job is best left to the bigger sources of gaming news, such as Kotaku.
Today, Kotaku released a video in which they interviewed Luke Smith, the director of Destiny, and asked him some questions we’re all thinking about.
Though some were left unanswered (like how the leveling system will work…c’mon…) Smith did provide some interesting insight into how exactly they’re executing Destiny 2 and the thought processes behind some of their design choices.
Hello, Darkness. My Old Friend….
The first Destiny mainly dealt with setting a premise, the Traveler, the Darkness, Guardians, but the one thing they never really fully explained was what exactly we were fighting in the game. I mean, we were told repeatedly throughout the short campaign that the Darkness came and destroyed the light, and that it was our destiny (*snort*) to protect the Last City and drive away the Darkness for good. But would you believe me if I said that…
Bungie doesn’t really know what the Darkness is?
Yeah, it’s true. They actually didn’t have a clear idea of what exactly the Darkness was representing when they made the first game. They just kind of mashed all the monsters into one category and labeled them as such, and didn’t really have any special idea as to what was behind it all. Having said that, you might expect me to tell you that Destiny 2 will include a backstory and such that will explain the Darkness, but that’s not going to happen.
But don’t get your panties in a twist, Smith stated that instead of focusing on the Darkness, this time around they will be telling the story of the Light. Meaning that Destiny 2 will explore what it really means to be born in the Light of the Traveler, and what it truly means to be a Guardian of it. While I’d like to hear about the dark forces we’re fighting, I guess it isn’t all bad that we’re seeing the other side of the world first, especially since we should get a coherent campaign explaining it. Unlike some games…(Dest-*cough*-iny *cough*).
A World of Difference
The worlds in the first game were kind of–no, really underwhelming for me. Bungie made them out to be these highly detailed worlds that you could just get lost in for hours on end. What they actually were was a semi-open environment that was mainly linear to encompass five or six individual missions. There was no real reason to go around and explore the areas because they were just full of enemies, and even if you found a chest with loot, you most likely wouldn’t get anything substantial enough to be proud of.
Smith acknowledged this and said that they’re changing that for the better. In the next game, they plan on making the terrain more ‘layered’ in terms of adding more areas to explore and adding reasons to explore them. Such as the new ‘Flashpoint’ encounters that highlight a specific part of a map and place enemies, treasure maps, and loot in that area. It’ll be an improvement over the current system which adds something you’ve gotta protect somewhere in the map at random points during the day while fighting off waves of enemies.
Oh yeah, and they’re going to be adding a map function that will allow you to actually reference the layout of the map you are on so you don’t have to always guess or memorize where everything is. Smith said that they’d rather have this in the game than have you have to go on Reddit or something to find it for yourself. It seems that this is a theme for Destiny 2 as they’re also adding the Guided Games function for Raids so you don’t have to go out and find an LFG lobby online and take time away from playing the game. Nice move on their part.
But is it an e-sport?
Smith said that they are not planning on adding a ranked PvP system at launch, but they are planning on doing something that will allow you to show off your skill in the future. And while it may not be ranked exactly, it will be something along the lines of it.