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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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  • 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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