Griesemer says they even had some of the same character classes. He says at one point, Destiny looked almost exactly like Project Titan, which became Overwatch. This would often happen without any warning or discussion, just, "hey not good enough for the successor to halo" and it would go away. Griesemer says to the extent that he would come back from a week off and things he'd been working on or building for over a year would have been simply completely erased from existence. Jason Jones wanted to do a non-linear FPS, and Griesemer's pitch was dropped, with some of the ideas present in it going into Destiny's planning.ĭuring preproduction, often the game was reset over and over. When in the rest of the world of the game, you would join with others similar to how Destiny operates now. This is the origin of the "Shared-world experience". Like a version of the social spaces in Destiny but without the static nature. You would own a Tavern and decorate it, hang out in it with friends, etc. Some of the earlier elements of Destiny come from a pitch by Jaime Griesemer, a lead designer on Halo 1-3. All of this is paraphrasing from the book Blood, Sweat, and Pixels by Jason Schreier
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