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DESTINY: Perfecting Shoot to Loot | Development LORE | TerraMantis | The Making of Destiny

TerraMantis recounts the development of Destiny and why it took two years to finally get it right in this supersized episode of LORE!
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Written by Gainesaurus:
https://twitter.com/Gainesaurus

Voiced by TerraMantis:
https://www.youtube.com/user/TerraMantis

Animated by Zeurel:
https://www.youtube.com/user/Zeurel

Transcript:

After the release of Halo: Reach in 2010, Bungie received a $500 million publishing deal from Activision to work on their next project: Paper Tiger. They built a new game engine and, to tackle their proposed first person shooter MMO game, they hired Joe Staten, a writer from the Halo series. His handpicked writing team crafted the lore and campaign, but in 2013, Staten presented a supercut to Bungie and his story was scrapped.

A year away from release and believing anyone can be writers if they try, Bungie staff held creative meetings called "Iron Bar" to reuse assets from Staten's plot. A second creative team, “Blacksmith”, then stitched together the story missions into a passable narrative and in September 2014, Bungie released their new title: Destiny.

Destiny sold 10 million units on its first day, but the hype quickly turned to disappointment. Though Destiny looked great, the story missions were uninteresting grinds, the leveling system maddening, the voice-acting laughable, and the glitches plenty. Bungie reworked the first DLC, The Dark Below, to address these issues but all the firefighting left the new content insubstantial, further frustrating the fans. As Bungie struggled with a troublesome game engine, Community Managers Urk and Deej were buried in feedback. Gamers signed off en masse and Bungie needed to win back its community.

To help, Activision sent over Diablo 3 director Josh Mosquera, who knew a thing or two about criticized launches. His team advised ditching random numbers and designing quests guaranteed to reward players, among many helpful tips. The House of Wolves expansion addressed many difficulty and loot scarcity issues and Bungie invested in listening to its community, in part by hiring the Destiny Subreddit creator as Community Manager.

So Bungie scrapped DLC bundles for an annual model with microtransactions, allowing for a steady stream of content and fixes. They also replaced disappointing voice over by Peter Dinklage with Nolan North, and hired actual writers! Their grand plans for huge expansions were instead written as focused, more interesting stories like raiding the Hive Dreadnought or rebuilding the legacy of the Iron Lords.

But really -- we just want Destiny 2.

Have fun!

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