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cover of episode Destiny 2: Bungie on Designing the Dread - Fireteam Chat

Destiny 2: Bungie on Designing the Dread - Fireteam Chat

2024/6/21
logo of podcast Fireteam Chat: IGN's Destiny Podcast

Fireteam Chat: IGN's Destiny Podcast

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Ben Womack: 我是《命运2:最终形态》的战斗区域主管,负责游戏战斗核心部分的设计,包括敌人和Boss的设计。我们希望见证者的难度适中,既不会过于简单,也不会过于困难,以符合其在十年旅程中的重要地位。团队内部对真相遭遇战的设计也比较复杂,并非所有团队成员都完全理解其机制。团队负责游戏战斗的基本机制设计,为其他团队创作活动和遭遇战提供基础,但具体的敌人位置和战斗设计由其他设计师负责。恐怖敌人的设计是建立在之前多年积累的基础上,一些早期的原型设计为最终形态的创作提供了灵感。团队在设计新敌人时,会谨慎地避免出现创意不错但最终效果不佳的情况,力求在游戏核心体验中展现最佳状态。恐怖敌人的设计始于折磨者,团队从顶级敌人开始设计,逐步向下设计其他类型的敌人。恐怖敌人的外观设计灵感来源于金字塔飞船及其内部结构,并结合了游戏玩法和叙事背景。空壳敌人的设计首先从游戏玩法出发,然后才确定其视觉效果。恐怖敌人的设计是一个团队合作的过程,团队成员不断提出创意,最终选择最佳方案。恐怖敌人设计旨在让玩家在战斗中不断调整策略,并感受到战斗的紧张刺激。游戏延迟发布后,团队利用额外的时间对敌人和棱镜技能进行了更细致的调整,使它们更加协调一致。团队希望通过光与暗的主题,以及棱镜技能和恐怖敌人的设计,为玩家带来全新的游戏体验。通过游戏测试和玩家反馈来判断游戏质量,第一次体验尤其重要。团队对棱镜技能的初始套装设计还有改进空间,但总体来说效果不错。团队计划持续更新和改进棱镜技能,使其与其他技能一样重要。团队致力于创作常青内容,不会轻易移除游戏内容。棱镜技能的设计初衷是颠覆玩家对技能的预期,但其强大的功能也暴露出一些系统层面的问题,需要进一步调整。团队在平衡游戏时,会谨慎地避免对玩家现有游戏体验造成负面影响。团队需要权衡资源分配,优先开发新的游戏内容,而不是对旧内容进行调整。恐怖敌人是常青内容,未来可能会在更多游戏中出现。我本人并未参与苍白之心活动的创作,但我认为该活动设计出色。棱镜技能的成功也带来了一些挑战,团队需要考虑如何平衡新旧技能之间的差距。团队会参考过去Stasis技能的经验,持续改进和平衡所有技能。团队希望改进新手引导体验,让新玩家更容易上手游戏。最终形态相较于以往版本,为新玩家提供了更好的游戏体验,但仍有改进空间。团队在平衡旧武器和新内容时,需要谨慎处理,避免影响PvP模式。先驱敌人的设计耗时最长,团队需要反复调整其能力,以达到平衡。团队通过玩家反馈来调整先驱和凶兆敌人的平衡性。团队内部对Raid竞速赛非常重视,并会投入大量资源支持。设计见证者的多个手臂是一个巨大的挑战,团队需要在多个方面进行权衡。 Travis Northup: 对游戏整体评价很高,对新敌人和技能设计表示赞赏,并提出了一些具体问题。 Bill Simmons: 对游戏整体评价很高,并对游戏设计理念和玩家体验发表了一些看法。

Deep Dive

Key Insights

Why did Bungie make The Witness a challenging boss at the end of the 10-year Destiny journey?

The team wanted The Witness to be appropriately challenging for the culmination of a decade-long journey, ensuring it stood out as a significant and memorable encounter rather than being easily defeated.

How long did it take to develop the Dread faction from conception to implementation in Destiny 2?

The development of the Dread faction began with the Tormentor the year before its official introduction, with the process taking multiple years to fully realize the faction's units, from top-end combatants like the Tormentor to fodder units like the Grim.

What was the role of the combat area lead in designing the Dread and Prismatic enemies in Destiny 2?

The combat area lead was responsible for overseeing the design of core combat elements, including the Dread and Prismatic enemies, ensuring the fundamentals of combat gameplay were solid and providing a foundation for creative encounters.

What was the most time-consuming Dread unit to develop and why?

The Herald, one of the Subjugators, took the most time to develop due to the need to balance its strength, ensuring it was challenging but not overly bullet-spongy or too deadly, requiring extensive iteration on its abilities and enrage mechanics.

How did the delay in the release of The Final Shape benefit the development of the Dread and Prismatic enemies?

The extra time allowed the team to refine and make the Dread and Prismatic enemies more cohesive and integrated into the game, ensuring they felt like a natural part of the experience and enhancing the overall gameplay.

What was the design philosophy behind the Dread faction's aesthetic?

The Dread faction's aesthetic was influenced by the pyramid ships and their interiors, with a focus on angularity, dark colors, and a sense of menace, blending gameplay needs with a visually distinct identity for each unit.

How does Bungie plan to continue developing Prismatic as a subclass in the future?

Bungie intends to keep evolving Prismatic, adding new aspects and fragments over time, similar to how other subclasses have been expanded. The team is committed to making Prismatic a long-term part of the game.

What challenges did Bungie face in balancing Prismatic with other subclasses in Destiny 2?

Prismatic's ability to subvert expectations and introduce new gameplay mechanics exposed systemic issues that needed balancing. The team aims to address these without invalidating existing builds or gameplay experiences.

How does the new light experience in The Final Shape differ from previous Destiny onboarding experiences?

The Final Shape offers a more accessible entry point for new players, introducing them to Prismatic and darkness abilities early, while also providing a high-quality narrative experience that represents the broader Destiny universe.

What was the most challenging aspect of designing the Witness raid boss in Destiny 2?

Designing the Witness involved creating a boss that communicated its immense power and multiple roles simultaneously, including its focus on the final shape and its deadly interactions with players, requiring extensive iteration on its mechanics and visuals.

Shownotes Transcript

This week Ben Wommack joins us to discuss Destiny 2 The Final Shape and how the team designs the enemies and characters of the latest expansion. From the Tormentors to the Grim, Ben discusses what goes into these creations that we'll be fighting for years to come.

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