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[quote]"[url=http://i.imgur.com/XRo5PPc.jpg]what if.... we combined our Halo mindsets ... together[/url]?"[/quote] On a serious note, the biggest hurdle to overcome in bridging that gulf is making it easier to stick together with a group of people you meet up with in-game, not necessarily people you already have on your friends list. At any given moment people on that list could be playing any number of games, especially in the month or so after Destiny launches, and especially considering the huge library on current gen. Whether it's coop or competitive teamplay, you want to go in knowing that the game fosters teamwork and communication across multiple encounters/matches, rather than just plopping you together to sloppily pursue your own agenda with the fun/success of the group far in the back of your mind. That issue seems to grow with the number of players on a team. I think Chris Butcher said they refer to it internally as "clown town." So making it easy to party up with people you want to play with and avoid those you don't, in game without breaking immersion to bring up the guide or PSN equivalent is important out of the gate before a player's even met those people they want to friend or a guild they want to join. B.next group functions and guilds I see as more or less in game and out of game versions of the same thing. It's how the design fosters matching and staying on with players of similar aims that'll be the glue that binds all the rest together.