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Destiny’s cross-gen development compromised its scope and vision

It should come as no surprise to anybody, but Bungie has revealed (via MMGN) that the cross-gen development of Destiny compromised the scope and vision of the game.

In an episode of The Dads of Destiny podcast Bungie’s Lead World Artist Rob Adams and Community Manager DeeJ  explain how the lack of power in the PS3 and Xbox 360 as compared to the PS4 and Xbox One, created technical and design challenges for the team.

https://youtu.be/Lcdw3LQAsCg

Talking specifically about the Cosmodrome, Adams explains that without a “technical memory buffer” the Divide and the Steppes could not have been located adjacent each other. The buffer Adams describes is the area that players first visit and locate their ship.

“T]here was no way that we could get those two areas to be adjacent to each other because of memory constraints,” he explained. “So, one of the reasons we [created this space] was to actually provide a technical memory buffer between those two spaces.”

The Cosmodrome was planned to be much larger, but was made smaller to ensure random players would be able to see and play with each other. “We ended up condensing things to be closer and closer, and one of the biggest reasons we did that was we wanted players to see other players,” Adams said, adding, “when you get a space that’s too big, you just don’t see anybody, it gets kind of empty and lonely. The other problem is, we have a limit to the number of combatants we can have in a space at any one time.”

Adams stated that Bungie will work over time on the game engine and the consoles in order to expand the number of players in a session at a given time in addition to expanding the game areas.

Would you have preferred Destiny to be a current-gen only title?

Destiny is available for PS3, PS4, Xbox 360 and Xbox One.

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