Bungie Has High Hopes For Their Next Project: Destiny
Words from Bungie’s COO on their next project: Destiny
The team over at Bungie is comprised of some of the most respected people in the gaming industry. They are responsible for the revolutionary Halo series, and consequently are arguably responsible for the success of the Xbox franchise. Now with the epic success of the Halo series under their belt, Bungie is focusing on their next big project: Destiny. Bungie, and publishing partner have committed to ten year’s of Bungie, and the goal is to produce something that surpasses Halo and once again sets a new standard of gaming.
Destiny while it may look like Halo on the surface, is assuredly a very unique gaming experience, with a focus on social connectivity not seen in the Halo series:
“I would say it looks very Bungie-esque. I mean that sincerely. We made Marathon before we made Halo; that’s almost 20 years of making games, and when you look at our games I sure as hell hope that they have a Bungie look to them. Bungie created Halo, not the other way around. We love action games, we love the shooter mechanic. We’re ambitious; we were ambitious and we brought people online with Marathon…
And we successfully brought a shooter to the console and changed the way people played, and we changed it again when we brought out Halo 2 and made it online. And much of the code that was in Xbox Live at the time was code that we collaborated on with the Xbox Live team. And we did it again with Bungie.net in terms of bringing people together outside the game. And we did it with user created content for Halo 3. We have every intention on defining what the next generation of shooters look like – that it has a Bungie aesthetic to it to me is exactly what we want to be doing.
What’s different though is we’re taking a huge, for us very logical, leap forward. We are saying, ‘How do we take the core mechanic that we’re known for, add to it elements like how do you use space magic, how you put deep server-side investment into that while retaining the visceral simulation of a shooter, and then how do we put that into a persistent world?’ Those are big challenges that we’re taking on, and how do you make all of that super complicated matchmaking happen completely under the surface?”