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Destiny

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11/2/2013 8:29:28 PM
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What happens to the unlucky guardians, Bungie?

Regarding the recent Mail Sack Q&A on the Weekly Update, the matter of reviving and failure states led to opening up a speculative discussion of why Bungie gave an already present answer and would shy away from discussing the failure state beyond that. Vice Wolfe told me: [quote]Perhaps its that it reverts the players back to a checkpoint like in the Halo games, but that's really not all that fluid from a linear story point of view, which is why they are reluctant to answer. That's my guess at least.[/quote] My responding theory and suggestion for Bungie to consider is that there could be that or there could be something higher stakes like getting extracted and sent back to the City and losing glimmer or loot in the process, which could add depth to the mentality of the gameplay with loss mechanics; this would enhance the investment into the experience, which is a stone's throw away from immersion. Players could become "desperate" knowing that if they fail to stay alive, they risk their battle gains and progress being lost through failure. It's nothing bleak and punishing as a complete character reset, nor as contrived and soft as a simple respawn. It encourages skillful play and teamwork for players who want to go all the way, but adds a situation-gauging game for less experienced players to know when is the right time to pull out and make do with what you have, though I suppose the latter could be viewed negatively, leading to a reluctance to share the detail. Considering what Bungie wants, it could be a complicated situation for them to choose between revealing that or waiting until we experience it in the beta. What would you suggest to Bungie regarding what happens when an entire fireteam falls and nobody is around to revive them? Would you see differences between private and public failures?

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  • Reading this only engendered further questions in my mind. Specifically: how does difficulty selection Work? I don't want people joining my game and suddenly it's on heroic. Im sure there are also people who don't want me joining them and bumping it up to legendary. Conversely, I would love to meet up with randies and have an adventure the way bungie advertises, but I would be reluctant to do so if joining meant bumping down the difficulty. Having a static difficulty could solve this problem, but if the bar is set too low It could become easy and boring to veterans; too high, however, and it risks becoming to challenging and inaccessible to new comers. Solution?

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    • More fundamental question: Will difficulty even be a thing for this game? Halo difficulty settings were created to allow scalability of challenge for single-player campaigns. Once you hit multiplayer, either the firefights were mutually agreed upon or there is only one damage setting shared for all players. MMOs generally scale difficulty by location. Enemies are leveled according to what you are expected to have grinded to by the time you reach an area. This creates walls for where a new player can enter, which detracts from adventuring. Borderlands does something similar, except that the levels are determined by what you entered an area with for the first time (and only when the plot allows you to). Then, levels don't scale unless it's one of the last areas, such as Lynchwood. The bigger problem with multiplayer co-op in that game, however, is that newer players are essentially useless if they join a session where the hosting players are interested in an area that is too high a level for them to keep up. The number-based damage system leaves the low-level characters unable to use their skills to perform significantly (barring slag, phaselock, unique enemy weaknesses, and static explosives). It isn't a very considerate leveling system, and it makes some locations too weaksauce to return to for anything other than target practice and ammo-hoarding after leveling so much afterwards. Bungie wants an invested player to be able to play alongside a new player. This presumably also applies to different levels of skill in the case of co-op. The answer lies in what the significance of leveling in Destiny is and whether or not difficulty settings are a thing. If difficulty setting isn't there, the answer is that you don't have the problem and your consideration of static difficulty is correct. Enemies will presumably present a challenge at first, but the challenge will be accessible and may not be at your speed for anything but relaxation. Later levels in the campaign may be designed to be more difficult to overcome, but the numbers are the same in terms of damage and health. Your niche as a hardcore player may have to be found in other activities such as competitive multiplayer or challenge modes in the form of raids and strikes (which may be made more difficult by design, unlike the campaign and general destinations). Presumably, though, if there were difficulties, you could be matched with only people who are playing at your level. It still employs the same seamless matchmaking, but adds an additional parameter for the system to consider before matching you to other players. Yes, you shouldn't be made to sacrifice your desire to push limits, and others shouldn't be forced into a position beyond their comfort zone if that's not their speed. Your randies will be people who also play legendary like you. This question then brings up the next question of how will leveling affect the gameplay. We have seen in the E3 demo that enemies have levels, as does equipment and your character. Bungie doesn't want there to be "number-shooting" like Borderlands, but it leaves you wondering what the significance of the leveling system will be.

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