1. Because of the enormous scale of content that had to be produced nonstop, lest fans revolt against its scarcity, Destiny was only very rarely profitable during its entire lifespan.
2. When Destiny was profitable, those extra funds were often immediately misused by leadership at the time, funneled into way too many simultaneous incubation projects or ideas like spending tens of millions on a new, unneeded 208,000 square foot headquarters.
FragMasterMat117 on
>Because of the enormous scale of content that had to be produced nonstop, lest fans revolt against its scarcity, Destiny was only very rarely profitable during its entire lifespan.
> When Destiny was profitable, those extra funds were often immediately misused by leadership at the time, funneled into way too many simultaneous incubation projects or ideas like spending tens of millions on a new, unneeded 208,000 square foot headquarters.
The first one in particular is a major problem for Live Service games, a steady stream of content to keep players engaged is very difficult and very expensive
bswalsh on
I looked at the article, there’s a lot more than two sentences there….
Dazzling-Adeptness11 on
The story line was such an after thought also. If they would have had a easy to follow, non so specific story line they could ride or slow down it would have helped direction. Amongst all the other following problems
danvan177 on
Makes sense. Put those resources towards a single player game and a smaller live service title
MaKTaiL on
The problem with Destiny has always been its messy engine. It doesn’t scale, minor patches are hard to deploy, content creation takes ages to compile. For a live service game of this magnitude of course it would require lots and lots of money to compensate.
And what does Bungie do? They decided to reuse that engine for Marathon too. I’m sure that will go well in the long run. /s
eastcoastkody on
2 things happened. They catered to a small niche group of ppl that play the game. By adding all that extra nonsense like aspects, fragments. Homogenized the classes to make them play the same. Added crafting to a game all about loot drop weapons (real braindead activity the ppl asking for that to be added)
ultimately how long can a looter shooter survive on just constantly reskinning guns and power creeping them?
whats the endgame here? 3000 guns? 10,000 guns?
at some point it becomes sort of meaningless. Especially when the mechanics and systems are changing every time u log in.
Theres something still very special about the game. But it was pulled in all sorts of wrong directions imo
Empty_Cube on
I wonder if they made a Destiny game that looked less visually impressive (for simplicity, let’s say early PS3-tier graphics) – if that could allow them to make recurring content that is less expensive and time consuming to develop, I would be down for that.
ryu5k5 on
I got one…. Mismanagement
Zado191 on
As someone who only played this for a few sessions, I can’t understand why its such a big deal
beanlikescoffee on
They would always bleed players but could NEVER get new ones. If you wanted to play the story from start to finish YOU CANT. EVEN IF YOU PAID FOR IT.
Like that is insane. I like the hell out of beyond light but was so overwhelmed and confused when trying to come back for the last DLC. The onboarding for new players is non existent and for existing players it’s difficult.
Sometimes I will just play and load of cod instead of devoting hours to catch up. As I get older, I appreciate the simplicity of gaming.
12 Comments
Verbatim:
1. Because of the enormous scale of content that had to be produced nonstop, lest fans revolt against its scarcity, Destiny was only very rarely profitable during its entire lifespan.
2. When Destiny was profitable, those extra funds were often immediately misused by leadership at the time, funneled into way too many simultaneous incubation projects or ideas like spending tens of millions on a new, unneeded 208,000 square foot headquarters.
>Because of the enormous scale of content that had to be produced nonstop, lest fans revolt against its scarcity, Destiny was only very rarely profitable during its entire lifespan.
> When Destiny was profitable, those extra funds were often immediately misused by leadership at the time, funneled into way too many simultaneous incubation projects or ideas like spending tens of millions on a new, unneeded 208,000 square foot headquarters.
The first one in particular is a major problem for Live Service games, a steady stream of content to keep players engaged is very difficult and very expensive
I looked at the article, there’s a lot more than two sentences there….
The story line was such an after thought also. If they would have had a easy to follow, non so specific story line they could ride or slow down it would have helped direction. Amongst all the other following problems
Makes sense. Put those resources towards a single player game and a smaller live service title
The problem with Destiny has always been its messy engine. It doesn’t scale, minor patches are hard to deploy, content creation takes ages to compile. For a live service game of this magnitude of course it would require lots and lots of money to compensate.
And what does Bungie do? They decided to reuse that engine for Marathon too. I’m sure that will go well in the long run. /s
2 things happened. They catered to a small niche group of ppl that play the game. By adding all that extra nonsense like aspects, fragments. Homogenized the classes to make them play the same. Added crafting to a game all about loot drop weapons (real braindead activity the ppl asking for that to be added)
ultimately how long can a looter shooter survive on just constantly reskinning guns and power creeping them?
whats the endgame here? 3000 guns? 10,000 guns?
at some point it becomes sort of meaningless. Especially when the mechanics and systems are changing every time u log in.
Theres something still very special about the game. But it was pulled in all sorts of wrong directions imo
I wonder if they made a Destiny game that looked less visually impressive (for simplicity, let’s say early PS3-tier graphics) – if that could allow them to make recurring content that is less expensive and time consuming to develop, I would be down for that.
I got one…. Mismanagement
As someone who only played this for a few sessions, I can’t understand why its such a big deal
They would always bleed players but could NEVER get new ones. If you wanted to play the story from start to finish YOU CANT. EVEN IF YOU PAID FOR IT.
Like that is insane. I like the hell out of beyond light but was so overwhelmed and confused when trying to come back for the last DLC. The onboarding for new players is non existent and for existing players it’s difficult.
Sometimes I will just play and load of cod instead of devoting hours to catch up. As I get older, I appreciate the simplicity of gaming.
Is it from Tassi? It has to be Tassi.
*Tassi. Tassi never changes…*