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Blood sweat and pixel
Blood sweat and pixel





While they were pitching the game to publishers, they even tried to get something going with Nintendo.

blood sweat and pixel

None of the designers could work within the framework, and it'll shifted back to being like Halo all over again. They kept trying to make it a fantasy game with Dragons, a third person game, but all their technical abilities and engine made third person and fantasy stuff impossible. Griesemer says they even had some of the same character classes.

blood sweat and pixel

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







Blood sweat and pixel