Destiny 2 ViDoc | Becoming Legend - Part 1: Confronting Oblivion
Summary
TLDRThe script from 'Destiny' discusses the game's resonant theme of 'Guardians make their own fate,' emphasizing player agency against external forces. It delves into storytelling challenges, highlighting the importance of selecting impactful ideas over quantity. The narrative focuses on purpose and fate, exploring emotional journeys and the struggle against The Witness, who seeks The Traveler's Light for salvation. The script also touches on the surreal and vast environments of The Pale Heart, the creation of new enemies like The Dread and The Husks, and the collaborative efforts between disciplines to craft a cohesive and immersive experience. The goal is to honor the player's investment in time and create a memorable journey that reflects both the Guardian's and Destiny's evolution.
Takeaways
- ð® The line 'Guardians make their own fate' from Destiny 1 resonates deeply with both the game's players and the speaker, symbolizing the theme of self-determination against external forces.
- ð The challenge for storytellers in Destiny's 10-year narrative is selecting the most impactful ideas to create a meaningful experience for players who have invested time in the game.
- 𧩠The central theme that emerged for the Destiny story is 'purpose and fate,' which is crucial for both the player's character and the overarching narrative.
- ð¢ The speaker's emotional connection to the game is evident, as they mention crying while writing scripts, treating the game with the love of a fan.
- ð¡ The Witness is portrayed as a self-proclaimed deity seeking the power of The Traveler's Light for its vision of salvation, with the player's mission to prevent it from obtaining this power.
- ð£ïž The voice of The Witness is designed to be multi-layered, with whispers and textures in the background, suggesting a deeper subtext and hidden knowledge.
- ð The Pale Heart setting is meant to be surreal and vast, with the intention of creating a sense of scale and ambition that is both dangerous and awe-inspiring.
- ð€ The surreal elements in The Pale Heart are achieved by placing familiar objects, like hands and body parts, in unexpected contexts to create an unsettling yet visceral experience.
- ð The Dread are a new enemy type in Destiny, created by The Witness using and altering the Light, and they speak a translatable Pyramid language.
- ðœ The Husks are a unique and formidable addition to the game, with a design that suggests sentience and a sound effect that combines physical alien movements with water bladders and slapping jello.
- ð The collaboration between different disciplines within the development team is highlighted as crucial for creating a cohesive and impactful final product.
- ðïž The speaker expresses confidence in the love, work, and thoughtfulness that the team has put into the game's release, anticipating a positive reception from players.
Q & A
What is the significance of the line 'Guardians make their own fate' in Destiny 1?
-The line 'Guardians make their own fate' is significant because it resonates with Destiny players and the speaker personally, embodying a powerful theme of Destiny where external forces cannot impose a fate upon the Guardians or humanity; they must make their own.
What is the main challenge for storytellers when dealing with a 10-year story span in Destiny?
-The main challenge for storytellers is not coming up with ideas, but knowing which ones are important. They aim to make players feel that their time investment is acknowledged and rewarded with an experience they've been waiting for.
What themes did the developers focus on when crafting the story for Destiny's expansion?
-The developers focused on themes of purpose and fate, which they felt were resonant not just for the story itself, but for Destiny as a whole.
What is the role of The Witness in the story?
-The Witness sees itself as the one true God and has come to The Traveler to acquire the power of The Traveler's Light to complete its vision. Its goal is salvation, and it seeks to rebirth everything, which the Guardians must prevent.
How does the speaker approach writing scripts for Destiny with a fan's perspective?
-The speaker treats scriptwriting with the love of a fan, asking what they would want to see and hear, and this emotional connection leads to a more authentic and engaging narrative.
What is the purpose of the Guardian's confrontation with The Witness?
-The purpose of the confrontation is for the Guardians to prevent The Witness from obtaining the Light of The Traveler, which it needs to fulfill its vision of salvation.
What does the speaker mean by 'putting characters into pressure cookers'?
-This phrase refers to the storytelling technique of placing characters in intense, high-stakes situations to create drama and highlight their emotional journeys.
What was the concept behind creating the surreal elements in The Pale Heart?
-The concept behind creating surreal elements involved putting familiar things out of context, playing with scale, unexpected elements, and repetition to create an unsettling yet visceral experience.
How did the developers approach the design and sound of The Husks in Destiny?
-The developers used physical sounds like water bladders and slapping jello to create an alien-like sound for The Husks, giving them a unique and unsettling presence in the game.
What is the Pyramid language spoken by the new Dread units, and is it decipherable?
-The Pyramid language is a new language spoken by the Dread units, created using a constructive language tool. It is translatable, allowing interested players to decipher what the units are saying.
How does the speaker describe the collaborative process between different disciplines in Destiny's development?
-The speaker describes the collaborative process as one of trust and mutual respect, where the combined efforts of different disciplines result in a final product that is better than any individual could have achieved alone.
What is the significance of The Final Shape in the Destiny story?
-The Final Shape represents a convergence of the Guardian's journey and Destiny's journey as a whole, evolving from uncertainty and challenge into an unknown future, reflecting the growth and direction of the game.
Outlines
ð® Destiny's Journey and Purpose
The script discusses the evolution of the Destiny game, focusing on the powerful theme of 'Guardians make their own fate,' which resonates with both players and the developers. The narrative emphasizes the struggle against external forces trying to impose a fate on humanity, highlighting the importance of player agency. The developers' goal is to create a story that acknowledges the time and investment players have put into the game, aiming to deliver an experience they have been waiting for. They meticulously analyzed all past scripts and concepts to find a resonant theme for the game's overarching story, which turned out to be 'purpose and fate.' The emotional journey of the characters, the challenge of defeating The Witness, and the intense pressure of saving the world from a god-like entity are also highlighted. The script also touches on the creative process, including the use of surreal elements and unexpected imagery to enhance the game's atmosphere and narrative.
ð The Creation of The Pale Heart and New Enemies
This paragraph delves into the creative process behind The Pale Heart, a new destination in Destiny that aims to push the boundaries of what players expect from a gaming environment. The developers used surreal imagery, such as hands holding up a freeway and trees replaced with limbs, to create an unsettling yet visceral experience. The influence of The Witness on The Traveler and the game's races is explored, with The Dread being a new enemy type resulting from The Witness's experimentation with the Light. The Dread units speak a translatable Pyramid language, adding depth to their lore. The Husks, another new enemy, are described as a unique and challenging addition to the game, with their design and sound effects aiming to evoke a sense of alien and serious threat. The paragraph concludes with reflections on the collaborative efforts between different disciplines in game development and the confidence in the quality and thoughtfulness of the work put into the game's expansion.
Mindmap
Keywords
ð¡Guardians
ð¡Destiny
ð¡Fate
ð¡The Witness
ð¡The Traveler
ð¡Purpose
ð¡The Pale Heart
ð¡Surreal
ð¡Dread
ð¡Husks
ð¡Storytellers
Highlights
Guardians make their own fate - powerful theme of Destiny and for people as developers and humanity
Storytellers' challenge is knowing which ideas are important, not just coming up with them
Goal is to make players feel seen and give the experience they've been waiting for after investing time
Theme that resonated for Destiny and the story was purpose and fate
Emotional journey of characters, struggle to defeat The Witness
The Witness sees itself as the one true God, needs Traveler's Light to finish its vision
Players must prevent The Witness from getting the Light it needs
Players will speak to The Witness, which will shine a light on some things
The Pale Heart has themes of surreal and shire-to-spire, playing with scale and unexpected things
Surreal created by putting familiar things out of context
The Dread are a result of The Witness experimenting with the Light
The new Dread units speak a translatable Pyramid language
The Husks are a unique enemy with a two-in-one design and water bladder/jello sounds
Collaboration between disciplines and trust leads to better results than anyone could do individually
The story is about both the Guardian's journey and Destiny's journey evolving and going into the unknown
Confident in the love, work, and thoughtfulness put into the release, players will see it in the experience
Transcripts
And Tyson, take one marker.
There's a line that emerged in Destiny 1,
that wasn't planned for
but is very deliberate by the person who put it in the game.
And is very resonant for
Destiny players and resonant for me as a person.
And that line is
"Guardians make their own fate."
That still gives me goosebumps.
For me, that has sort of become a-
a touch point for the Destiny story.
Again and again,
external forces come and try to impose
a fate upon you and humanity.
And again and again,
you show them that they can't do that.
We make our own fate.
That's not just a powerful theme of Destiny.
It's also a powerful theme
for us as people.
As both developers and as humanity.
We make our own fate.
When you're talking about 10 years of story,
there's a lot of stuff crammed in there.
And there's a lot of things that we could do
and could talk about.
But as storytellers,
the hardest part isn't coming up with the ideas,
it's knowing which ones are the important ones.
We wanna tell a story
that makes you the player feel like
all of that time that you invested,
we saw you and we wanna give you the experience
that you've been waiting for.
We looked at everything we had.
We laid it all out like- Every single script-
whiteboards and like
everything. -Everywhere.
We were trying to look for
a theme that felt resonant,
not just for this story,
but for Destiny as a whole.
And the theme that we kept coming back to was
purpose and fate.
And that's what this story is about.
Not just for ourselves as the player,
but also for our characters.
I used to think
I'd give anything to bring you back.
I cried quite a few times
doing those scripts, because I-
I treated it with the love of a fan.
Every time I opened a script I was like,
"What would I want to see?
What would I want to hear?"
You get to see
their emotional journey.
The struggle of how do we defeat The Witness?
Let us bring an end
to your futile exertions.
The Witness sees itself
as the one true God.
So, it's come to The Traveler because it needs
the power of The Traveler's Light
to finish this vision.
Its goal is salvation,
"Why don't you want that?"
Be reborn.
Our mission is to make sure
that we can prevent it from getting the Light.
The thing that it needs in order to
make it all happen.
It's finally confronted The Traveler
and here we are, thorns in its side,
a blip on its radar,
trying to make a difference.
You're going to speak to The Witness,
and The Witness is going to
shine a light on some things.
And you wonder like, "What would it be like?
What would it be like to be a disciple of The Witness?"
Your Guardian's use has yet to be determined.
We're in need of a God killer.
Every time you hear The Witness,
you're not just hearing one voice,
you're hearing whispers in the background,
you're hearing all of these other textures.
You are still resisting.
You can feel a subtext sometimes
where the real Witness comes through,
or at least things that it doesn't want you to know
about it come through.
There is only suffering!
Putting characters into pressure cookers
is what storytellers do best.
And I can't imagine
a more intense pressure cooker
than it's the end of the world.
If we fail,
everything is frozen forever
and only we can do it.
It's just the handful of us
inside of a God.
There were a couple of themes
that we had when we started on The Pale Heart.
The two main ones that I remember
were surreal and shire-to-spire.
Seeing how they put a tiny little Guardian
at the beginning of this vast journey
that spreading out in front of you,
really put into perspective the scale
that we needed to hit
in order to make The Pale Heart
look and feel,
dangerous
and ambitious
and vast.
When we were thinking of surreal things,
it was a bit of a challenge.
Because how do you make something surreal?
For me, it is putting familiar things
out of context.
What is the thing
when you turn the corner
that you are not expecting?
So that's when we play with scale,
we play with unexpected things,
repetition.
There's this awesome
piece of concept art
that is like this massive Ghost in the horizon.
And you just like,
go over there and it's just like
broken down in the middle,
and it's just weird in a way that is
unsettling but at the same time
feels very visceral.
Another one that we used was
body parts.
And it sounds a bit strange,
because we didn't want to do body horror.
So I was taking screenshots from the game
and just trying to find silhouettes
and things that would look surreal.
And I start replacing all the trees with hands.
So all the limbs
we've made out of fingers coming out and
eyes were on the floor.
And I do remember
our direction was like that,
like more hands.
Are there hands holding up the freeway
in which we were born?
Yes.
You'll recognize it instantly
and then almost as quickly,
you'll realize you've never been here before.
I definitely feel like there's some aspects
of The Pale Heart where like,
this is freaking weird and scary.
I want to take that risk.
I want to push a little bit
of what expectations of what a destination can be.
And I hope that players love that.
As players progress,
they get to see more influence of The Witness,
not just on The Traveler,
but also on the races that it's interacted with
that we've seen so far.
The Dread are a result of The Witness
experimenting with the Light.
So while it's inside The Pale Heart,
it's able to access the Light
as it's trying to siphon it.
It is using that Light to create
and alter new and different combatants.
And so we've encountered
some of these members before.
Now we have an name for them.
The new Dread units are using a new language.
Collaborating with Narrative,
we went through and used this constructive language tool
to generate different phrases
to figure out like grammar structures and,
and other things.
The Pyramid language
that the new Dread units speak
is actually translatable.
So players, if they're really interested in
figuring out what the Pyramid units are saying,
could decipher these.
The Husks are an interesting addition to Destiny
because you've never fought anything like them before.
We talked about, oh yeah,
they need some big weapons like,
it needs to look like
this thing is serious business.
They wanted a bit of a secondary unit on it,
so like a, two in one.
As the sketches were progressing,
we were kind of like, oh,
this feels like it's sentient
And we just love the idea.
We had all these different sound effects in our library of
water bladders that make some really cool sounds
when you're shaking.
We use some sounds of slapping jello too.
So that was kind of the foundation for The Husk.
You have all these real physical sounds that
come together and feels like an alien
moving around in the stomach of this thing.
The collaboration between
the different disciplines
and the trust we have for each other.
At the end, it comes out better than
anybody could have made individually.
There's a moment where you realize
looking at The Final Shape,
that it's not just a story about the Guardian's journey.
It's also kind of the story of Destiny's journey.
It starts in place of uncertainty and challenge
and then it changes and evolves
and it proceeds forward into the unknown.
And as you get closer to The Final Shape,
those two experiences converge.
We know where we're going.
We know where we're aiming for.
I feel very confident about the love
and the work
and the thoughtfulness that everyone working
on this release put into it.
And I think it's inevitable
that when people start going in
and experiencing all these
different things that make up this expansion,
I think they're gonna see it.
I won't lose another soldier in this war.
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