Destiny 2 ViDoc | Becoming Legend - Part 2: Shaping the Magic

Destiny 2
24 May 202408:14

Summary

TLDRThe video script from Bungie's team highlights their collaborative approach to game development, focusing on the creation of 'The Pale Heart' in Destiny. They discuss the design process of weapons like Khvostov, which emphasizes player skill, and the unique 'No Hesitation' gun that can heal allies or harm enemies. The team also shares insights on developing new supers for subclasses, inspired by past elements like Radiance and Arc Blade, and the iterative playtesting to refine the gameplay experience. The goal is to create a memorable, challenging, and satisfying experience for players, pushing the boundaries of what a Destiny strike can be.

Takeaways

  • ๐Ÿค Collaboration is key at Bungie, with various departments like testers, designers, and artists contributing to the game's development.
  • ๐Ÿ’Œ 'The Final Shape' is described as a love letter to the game, emphasizing the emotional connection and narrative elements.
  • ๐Ÿ”ซ The Khvostov gun is highlighted as a returning 'old friend' in 'The Pale Heart', symbolizing the narrative continuity and player's journey.
  • ๐ŸŽฏ The Khvostov gun's power is tied to player skill, requiring precise aiming to bounce bullets effectively, adding a layer of challenge.
  • ๐Ÿ”ข The number seven is a recurring theme in the game, used for its significance in Bungie's legacy and as a tribute to the game's lore.
  • ๐Ÿƒ The Ace of Spades and other weapons are themed around a deck of cards, adding a creative twist to the weapon design.
  • ๐ŸŽจ The weapons in 'The Pale Heart' are designed with a two-tone aesthetic and are influenced by characters from Cayde's past.
  • โš”๏ธ 'No Hesitation' is a unique weapon that can heal allies or harm enemies, offering a gameplay mechanic not found in other weapons.
  • ๐ŸŒŸ The 'Song of Flame' super ability is an evolution of 'Radiance' from Destiny 1, focusing on combat and featuring a distinct visual style.
  • ๐Ÿ›ก๏ธ 'Twilight Arsenal' is a super ability that creates axes inspired by Titan's shield, providing a new and visually rooted gameplay element.
  • โšก 'Storm's Edge' super ability is a callback to 'Arc Blade' from Destiny 1, with a focus on agility and explosive gameplay.
  • โฑ๏ธ The duration of the 'Storm's Edge' super ability was reduced for balance after initial playtests showed it was too powerful.
  • ๐ŸŽฎ The developers aim for abilities to feel seamless and immersive, making players feel like they are one with their character.
  • ๐Ÿ”„ Feedback from playtests is crucial, with adjustments made based on player understanding and satisfaction.
  • ๐ŸŽ‰ The chaos and surprise elements in the game are intentional, aiming to delight players in unexpected ways.
  • ๐ŸŽ–๏ธ The strike in the game is designed to be challenging, with the goal of being the hardest ever made, pushing player limits.
  • ๐Ÿ›๏ธ Inspiration for the game's environments comes from 1930s pulp novels and adventure films, creating a sense of uncovering ancient mysteries.
  • ๐Ÿ”จ The iterative process between design and testing is highlighted as essential, with constant refinement leading to the best results.

Q & A

  • What is the core philosophy of Bungie's team when it comes to game development?

    -The core philosophy of Bungie's team is collaboration, where input from various sources such as testers, designers, effects artists, and animators come together to create a magical experience.

  • What does 'The Final Shape' refer to in the context of the script?

    -In the script, 'The Final Shape' seems to refer to a phase or version of the game development process where ideas and elements are refined and brought together.

  • How does the Khvostov gun relate to the narrative of the game?

    -The Khvostov gun is significant as it is the first gun a player gets in the game and it reappears in 'The Pale Heart', symbolizing an old friend's return and creating a narrative bookend.

  • What was the challenge in redesigning the Khvostov gun for 'The Pale Heart'?

    -The challenge was to make the Khvostov gun good and powerful without changing its essence, and the solution was to make its effectiveness dependent on the player's skill.

  • Why is the number seven significant in the context of Bungie's games?

    -Bungie has a long-standing tradition of incorporating the number seven into their games as a symbol of their fondness for it, and it is used in various aspects of 'The Pale Heart' weapons.

  • What is the concept behind the 'No Hesitation' weapon in the game?

    -The 'No Hesitation' weapon is designed to do something unique with other weapons; it shoots harmonic bullets that hurt and burn enemies but heal and have a strong effect on allies.

  • How does the 'Song of Flame' super ability differ from the 'Radiance' ability in Destiny 1?

    -While 'Radiance' from Destiny 1 had fire wings, 'Song of Flame' focuses more on combat and has a different visual representation, featuring a halo around the player inspired by medieval paintings.

  • What was the inspiration behind the design of the axes in 'Twilight Arsenal' super ability?

    -The design of the axes in 'Twilight Arsenal' was inspired by Titan's shield, with the concept of the axe being a broken-up version of the shield.

  • How long does the 'Storm's Edge' super ability last in its initial and revised versions?

    -Initially, the 'Storm's Edge' super ability lasted for 24 seconds, but it was toned down to 12 seconds after playtests to make it more reasonable.

  • What is the goal of the playtests and iterations mentioned in the script?

    -The goal of the playtests and iterations is to refine the game elements, such as abilities and weapons, to ensure they feel awesome, and that players have a satisfying and clear understanding of how to use them effectively.

  • What is the vision for the new strike in the game?

    -The vision for the new strike is to push the boundaries of what a strike can be, drawing inspiration from 1930s pulp novels and adventure films, and to create a challenging and memorable experience that players will find both difficult and delightful.

  • How does the team ensure that the chaos and creativity in the game are well-received by players?

    -The team ensures this by maintaining a tight relationship with testers, iterating based on feedback, and aiming to surprise and delight players in unexpected ways.

Outlines

00:00

๐ŸŽฎ Collaborative Game Development and Weapon Design

This paragraph discusses the collaborative nature of game development at Bungie, emphasizing the importance of input from various roles such as testers, designers, effects artists, and animators. The speaker describes the development of weapons in the game, using the Khvostov as an example, highlighting the challenge of maintaining a weapon's identity while enhancing its power. The narrative aspect of the game is underscored by the return of the Khvostov in 'The Pale Heart'. The design choice to make weapon effectiveness dependent on player skill is mentioned, as well as the incorporation of the number seven as a nod to Bungie's fondness for the number. The paragraph also touches on thematic weapon design, referencing Cayde's hand cannon and the 'No Hesitation' weapon, which has unique properties of harming enemies and healing allies. The introduction of new supers to the Light subclasses and the evolution of the 'Song of Flame' super are also detailed, with a focus on creating a combat-focused experience and innovative visual effects.

05:02

๐Ÿ› ๏ธ Refining Gameplay Mechanics and Enhancing Player Experience

The second paragraph delves into the iterative process of refining gameplay mechanics to enhance player experience. It begins with a discussion on adjusting the starter builds for Titans, replacing Drengr's Lash with Diamond Lance to create a clearer and more satisfying combo with the Knockout ability. The speaker emphasizes the importance of player feedback and the iterative nature of game design, where nothing is ever truly final. The paragraph also touches on the creative freedom in designing challenging and memorable strikes, drawing inspiration from pulp novels and adventure films. The speaker expresses a desire to push the boundaries of what a strike can be, aiming to create a challenging and memorable experience that players will discuss and strive to master. The importance of collaboration between designers and testers is highlighted, as well as the value of fresh perspectives in the playtesting process. The speaker conveys a passion for creating a unique and engaging experience that feels inevitable and perfectly crafted.

Mindmap

Keywords

๐Ÿ’กCollaboration

Collaboration refers to the act of working together, often across different disciplines or roles, to achieve a common goal. In the context of the video, it highlights the teamwork between testers, designers, effects artists, and animators at Bungie. The script emphasizes the importance of this collaborative effort in creating a cohesive and engaging gaming experience, where diverse inputs come together to produce 'magic'.

๐Ÿ’กThe Final Shape

The term 'The Final Shape' seems to refer to a specific aspect or version of a game or weapon within the video's narrative. It is presented as something that has been thoughtfully crafted and imbued with a sense of nostalgia or homage, akin to a 'love letter'. This concept ties into the overarching theme of meticulous design and the emotional connection players can have with game elements.

๐Ÿ’กKhvostov

Khvostov is mentioned as the first gun a player receives in the game, serving as a narrative 'bookend'. It represents a familiar and powerful tool in the player's arsenal. The script discusses the challenge of enhancing this weapon without altering its essence, emphasizing the importance of maintaining player familiarity and satisfaction with game elements.

๐Ÿ’กSkill-based Gameplay

Skill-based gameplay is a concept where a player's ability directly influences their success within the game. The script mentions that the effectiveness of the Khvostov gun is tied to the player's skill, specifically their ability to 'bounce the bullet'. This highlights the game's mechanics that reward player skill and precision, adding depth and challenge to the gameplay.

๐Ÿ’กNumber Seven

The number seven holds a special significance in the video, associated with Bungie's legacy and the game's design. It is incorporated into various aspects of the game, such as weapon stats and bullet counts, to create a thematic consistency and a nod to the company's history. The script uses the number seven to evoke a sense of familiarity and tradition within the game's universe.

๐Ÿ’กCayde's Hand Cannon

Cayde's hand cannon is an iconic weapon that has become symbolic within the game's lore. The script discusses the design process for a new weapon, the Ace of Spades, which is part of a themed suite of weapons inspired by playing cards. This concept showcases the game's attention to detail and the effort to create a rich narrative and thematic connection through its weaponry.

๐Ÿ’กNo Hesitation

No Hesitation is a unique weapon concept introduced in the script, which fires bullets that can either harm enemies or heal allies, depending on the target. This innovative mechanic adds a new layer of strategy and teamwork to the gameplay, and it exemplifies the game developers' commitment to creating unique and engaging experiences for players.

๐Ÿ’กSong of Flame

Song of Flame is a new super ability for the Light subclasses that builds upon the Radiance ability from Destiny 1. The script describes it as a combat-focused upgrade, with a visual representation that avoids redundancy with existing abilities like Dawn Blade. This keyword illustrates the evolution of game mechanics and the developers' efforts to innovate while maintaining a connection to the game's past.

๐Ÿ’กTwilight Arsenal

Twilight Arsenal is a one-off super ability that creates axes inspired by Titan's shield, as mentioned in the script. The axes are designed to resemble a broken-up version of the shield, showing a creative and thematic connection between different elements of the game's design. This concept demonstrates the developers' attention to visual storytelling and world-building.

๐Ÿ’กStorm's Edge

Storm's Edge is another super ability that the script discusses, which is intended to evoke memories of the Arc Blade ability from Destiny 1. The ability involves throwing a dagger and teleporting to it, causing an explosion. The script mentions adjusting the duration of the super to find a balance between power and gameplay pacing, which is crucial for maintaining player engagement and satisfaction.

๐Ÿ’กPlaytesting

Playtesting is a critical part of game development, where the game is tested by players to gather feedback and make improvements. The script describes an iterative process of playtesting, where designers work closely with testers to refine the game's mechanics, visuals, and overall experience. This keyword highlights the importance of player feedback in shaping the final product.

๐Ÿ’กGrand Master Difficulty

Grand Master Difficulty represents the highest level of challenge in the game, as mentioned in the script. The developers aim to create a strike (a type of mission or level) that is extremely difficult, pushing players to their limits and prompting a strong emotional response. This concept is part of the game's design philosophy to surprise and delight players with unexpected challenges.

Highlights

Bungie's team emphasizes the importance of collaboration among various roles such as Testers, Designers, Effects Artists, and Animators.

The development of The Final Shape was inspired by a love letter concept, focusing on narrative and weapon design.

Khvostov, the first gun in the game, is reintroduced in The Pale Heart, symbolizing an old friend's return.

The Khvostov gun's power is tied to player skill, requiring precision and timing to bounce bullets effectively.

The number seven is incorporated throughout the game as a nod to Bungie's fondness for the number, including the Khvostov's bounces and stats.

Ace of Spades and other weapons in The Pale Heart are themed after different suits of a deck of cards, reflecting Cayde's iconic hand cannon.

The No Hesitation weapon introduces a unique mechanic that allows it to heal allies or harm enemies based on the target.

The new Guardian health bars provide clear feedback on the No Hesitation weapon's healing effects.

The Twilight Arsenal Super creates axes inspired by Titan's shield, breaking it up into pieces.

Storm's Edge Super recalls Arc Blade from Destiny 1, with a focus on throwing daggers and rapid movement.

The initial duration of the Storm's Edge Super was reduced from 24 seconds to 12 seconds for balance.

A bug with the grapple and Blink Dagger interaction was identified and is intended to be fixed.

The goal of the abilities is to make players feel like they inhabit their character, with the controller melting away.

Pristmatic received positive feedback with each playtest, indicating successful iteration.

Titans' starter builds were adjusted to improve clarity and player satisfaction with Diamond Lance and Knockout.

The chaos and surprise in the game are intentional, aiming to delight players in unexpected ways.

The new strike is designed to be one of the most challenging, pushing the boundaries of what a strike can be.

The strike draws inspiration from 1930s Pulp Novels and adventure films, involving uncovering and destroying ancient cities.

The development process involves close collaboration between designers and testers, with continuous iteration.

The final strike aims to be memorable and challenging, with a focus on creative and surprising gameplay.

Transcripts

00:00

This team

00:01

and Bungie in general,

00:03

is all about collaboration.

00:05

Testers, Designers, Effects Artists, Animation,

00:08

all these sources of input from everywhere

00:11

coming together, and like, that was

00:13

magic for me.

00:22

The Final Shape,

00:24

it felt a little like a love letter at times.

00:26

We really thought about bringing that forward

00:28

to the weapons.

00:29

Like Khvostov,

00:31

it's the first gun you get.

00:32

There has to be the narrative bookends

00:34

of the first gun I got in the game,

00:36

it's here in The Pale Heart.

00:38

It's like this old friend returned.

00:40

How do you make this thing really good

00:41

and really powerful

00:42

without making it

00:44

not what it is?

00:46

And that was really challenging.

00:48

What we ended up deciding on is

00:49

it is about your skill.

00:51

Oh, it's all in the wrist.

00:52

A little like,

00:53

it's gonna bounce several times down

00:56

this line of guys.

00:57

You're just really good at bouncing this bullet.

00:59

It's fate almost.

01:00

This thing's dope.

01:01

Help.

01:01

Yeah.

01:02

And we pepper in the number seven

01:04

as many places as we could.

01:05

So, it bounces seven times.

01:07

It's got a bunch of sevens in its stat.

01:10

You get seven bouncy bullets

01:11

when you pick up an orb of power.

01:13

Bungie has a long legacy

01:14

of loving the number seven

01:16

and this felt like the right place for it.

01:19

Cayde has this iconic

01:20

hand cannon and that in a lot of ways has

01:22

become a symbol.

01:23

We took Ace of Spades and we went,

01:25

where's the rest of the deck of cards?

01:27

We had this really cool

01:28

opportunity to theme all The Pale Heart weapons

01:31

after different suits.

01:33

It has this two-tone feel to it.

01:36

The opposite side of the gun

01:37

is the inverse of that idea.

01:39

They look freaking awesome.

01:42

It also has like these fantasies of characters

01:44

that have influenced Cayde.

01:46

These guns are part of his past.

01:49

We wanted something that you can't do

01:52

with any of your other weapons

01:53

and we came up with

01:54

No Hesitation.

01:55

It shoots these harmonic bullets

01:58

that if you're targeting an enemy,

02:00

it'll hurt them and burn them,

02:02

but if you're shooting an ally,

02:03

it'll heal them.

02:04

I love this thing.

02:05

Oh, I'm so glad.

02:08

We had to build a lot of the language

02:10

and with the new cool little Guardian health bars,

02:12

you can see that

02:13

the healing effect on it is very strong.

02:16

For a while we were calling it

02:17

the "just don't die" gun.

02:19

It has its own little energy bar

02:21

like the glaive does,

02:22

and that energy bar

02:23

is charged by any damage whatsoever.

02:28

It's like,

02:29

we know what we did.

02:33

Since you are returning to The Traveler,

02:35

we wanted to focus on

02:36

bringing new supers to the Light subclasses.

02:41

For Song of Flame, we wanted to

02:42

plus up Radiance from Destiny 1,

02:44

and have it be combat focused.

02:48

If you remember, Radiance from D1

02:50

has fire wings.

02:51

We kind of ate

02:52

that visual space with Dawn Blade

02:54

where you've got these like awesome flame wings.

02:57

In a split second,

02:58

if a player sees a character

03:00

Solar with wings,

03:01

they're gonna see that it's Dawn Blade.

03:03

We had to come up with something different.

03:06

Zach, our VFX artist

03:08

came up with the idea of this halo around you,

03:10

like a medieval painting.

03:18

Twilight Arsenal

03:19

is a one-off Super

03:21

that also creates these axes.

03:23

Coming up with visuals

03:24

for that axe,

03:26

it was an interesting challenge.

03:28

How do we want to root this in Destiny?

03:30

We took a lot of inspiration from

03:32

Titan's shield.

03:33

What would it feel like

03:35

if the axe was the shield broken up?

03:38

And when you look at it side by side,

03:39

you can definitely see that connection

03:41

between the two.

03:45

Storm's Edge.

03:46

We wanted to call back to

03:48

Arc Blade in Destiny 1,

03:50

throwing the dagger and zipping over there,

03:52

blowing up stuff.

03:52

How long do you have in the Super?

03:54

Initially you had,

03:55

you had a long time. You had-

03:57

24 seconds.

03:58

We did not earn any friends in those playtests

04:00

the first day. -No people were pretty-

04:01

but we toned it down

04:02

and now you only have 12 seconds

04:03

and it's a lot more reasonable.

04:06

We found a problem where

04:08

when I

04:09

grapple and then you cast Blink Dagger out of it,

04:11

I fall for the floor,

04:12

right?

04:12

Whereas,

04:13

if I'm in midair

04:14

and I Blink Dagger, I should be held in midair,

04:16

right?

04:17

And it sucks,

04:18

so I want to fix it.

04:20

It's the things like

04:21

the camera shake,

04:22

the way the rumble spikes

04:24

and then falls back off.

04:25

We need all of our abilities to feel awesome.

04:28

We wanna make it so that the controller

04:30

melts away.

04:31

You stop thinking about "What do I have to do?"

04:34

and instead you just inhabit your character

04:37

and you don't have to think about it.

04:38

The game just plays.

04:41

The great thing about Prismatic was

04:43

every playtest we did,

04:45

the feedback got better and better.

04:46

We have gone back and forth on what

04:48

starter builds that players will get

04:50

in mission one.

04:51

Okay, we're gonna start the Titans

04:53

with Drengr's Lash their Strand aspect

04:56

and Knockout.

04:57

One of the notes we got is players just weren't

04:59

understanding how those two things

05:01

comboed in a loop.

05:02

Well, we're gonna drop Drengrโ€™s Lash,

05:04

and instead we're gonna put in Diamond Lance.

05:06

Now ability kill is making your Diamond Lances

05:09

your knockout punch.

05:10

Hey, that makes a Diamond Lance.

05:12

You throw your Diamond Lance at the floor,

05:13

everything's frozen,

05:14

Now you can punch stuff again

05:15

and get amplified with Knockout.

05:17

Once we made that switch,

05:18

all of a sudden it clicked in player's heads.

05:20

This loop becomes a lot more clear

05:22

and players were much more satisfied

05:24

with their starter loadouts.

05:26

At the end of the day like,

05:27

the chaos is the point.

05:28

Yeah.

05:30

If you aren't surprised and delighted

05:33

in a way that you didn't expect, like

05:36

we f***** up.

05:36

Yeah.

05:40

This strike is probably one of the coolest strikes

05:42

that we've ever released.

05:44

I started my destiny journey playing strikes.

05:47

I really wanted to push the expectations

05:49

of what a strike could potentially be.

05:51

This strike,

05:52

it's sort of a memory out of

05:54

The Witness's history, of it's race

05:57

and what its buildings may have looked like in the past.

06:01

A lot of the inspiration comes from

06:03

30's Pulp Novels,

06:05

adventure flicks, uncovering ancient, hidden cities

06:09

that have not seen a living soul in eons,

06:15

and then subsequently destroying those cities,

06:17

moments later.

06:23

Imagine you're

06:25

in a narrow hallway.

06:26

You need to escape it.

06:28

Lava is descending.

06:31

Obstacle is coming out of the walls.

06:34

You made this slide towards the closing door, and

06:39

you are dead.

06:41

The door just closed right in front of your face, so-

06:43

That happens a lot.

06:46

I have seven Gilded Conqueror titles.

06:50

I want this strike to be the hardest strike

06:53

we ever made.

06:54

I want people to

06:56

scream and cry over this strike.

06:58

Oh no.

07:00

And just say,

07:02

"How do I complete this strike on Grand Master difficulty?"

07:05

And I'll be like,

07:06

yes.

07:10

That's kinda one of the fun parts about making a strike.

07:13

There's so much freedom and creativity

07:15

to do wild things,

07:17

and then testing that is just a lot of fun

07:19

that back and forth.

07:24

We have a very tight relationship with test as designers,

07:27

and I couldn't do anything I do

07:29

gameplay wise without test there at my side,

07:32

but as soon as I can get fresh eyes on it,

07:34

I think that's where it really comes in.

07:36

We ran a lot of playtests

07:38

and every time I would invite people, I'm like,

07:40

this is final.

07:41

This is final playtest,

07:42

but it's never final.

07:43

We just can't stop.

07:46

It's really not just one department

07:49

creating something special.

07:51

When you see all those things combined

07:53

in the iteration and the back and forth,

07:55

and when you get to this end result where, it just

07:57

feels like it couldn't be any other way.

07:59

We hit on something amazing here.

Rate This
โ˜…
โ˜…
โ˜…
โ˜…
โ˜…

5.0 / 5 (0 votes)

Related Tags
Game DevelopmentCollaborationBungieWeapons DesignPlayer ExperienceInnovationStrike ChallengesGaming CommunitySuper AbilitiesPlaytesting