Dan Seitz

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Since finishing Halo: Reach in 2010 and shifting full time to Destiny, the newly independent studio had been running into all sorts of problems. They still hadn’t answered many of the questions that Jaime Griesemer had raised before leaving. What would the progression system look like? What would players do after finishing the game? How could Destiny tell a story that was both emotionally meaningful and endlessly replayable? And what exactly would it mean to give each player his or her own “legend”?
Blood, Sweat, and Pixels
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