Luke Smith talks about how Bungie didn’t understand Destiny’s game type at first.
For all the success Bungie’s Destiny has seen, it was far from the most loved game when it released last year when it was criticized for its terrible writing, boring missions, repetitive nature and lack of content.
Bungie has since addressed many of these concerns leading up to The Taken King, the franchise’s most well received expansion till date, but creative director Luke Smith talked with GamesRadar about how many of the game’s pitfalls could be compared to Ghost, the game’s AI companion.
“I think that the Ghost is a really great metaphor for Destiny. I don’t know that we, as Bungie, understood the type of game that Destiny could be.
“In the same way, I feel like a bunch of the early writing for the Ghost, in vanilla, we didn’t understand what the character of the Ghost could be. And because we didn’t understand that character so well, the words don’t always ring super well and the performance didn’t have the writing that it needed either.”
Since then, things are on much firmer ground with an abundance of missions, a new voice actor (Nolan North) and defined character for Ghost and much more. What are your thoughts on Destiny’s improvements? Let us know in the comments.