Destiny User Base Gets All Stirred Up Over Communication Mistakes

Posted by | December 11, 2015 | News | No Comments
Destiny Sunless Cell

Has Bungie had issues with “atrocious” errors in communication with Destiny‘s user base? That’s a matter of opinion, but Bungie has addressed some recent concerns from the Destiny community.

Senior designer Derek Carroll interviewed with Eurogamer on Monday, saying that Taken King would be “moving to a more event-based model—things like Festival of the Lost and Sparrow racing, which is our winter event, and then smaller events such as Iron Banner and Trials of Osiris every weekend…Rather than doing these giant, monolithic DLC packs, this way everybody who’s an owner of Taken King can enjoy these things.”

Some fans were concerned that they might have to wait till Destiny’s sequel in September 2016 for some real new content. “You seem worried that there won’t be any more substantial content until we ship another full game, or that all of the content for the rest of Year Two will come in the form of timed events,” said Eric “Urk” Osborne, Destiny’s Community and Marketing Relations Manager. Osborne went on to confirm that Bungie does have plans in place for “events, activities, content, and features designed to keep you happy, entertained, and rewarded throughout the year to come.”

The first of these experiences will come to the game in early 2016, and will be in the same scale as Festival of the Lost, which began in late October of this year. The second will be “far larger than anything you’ve seen since the release of The Taken King.”

The rest of the blog post addressed a recent controversy over Destiny’s latest patch notes (update 2.1). The notes regarding weapon balance were evidently miscalculated, and then miscalculated again in the frenzy to correct the mistake. Some of Destiny’s fanbase accused Bungie of “lying about screw ups.”

Senior designer Jon Weisnewski explained what had happened, and it seems like a pretty understandable mistake.

Weisnewski had had temporary numbers in a draft of the patch notes, and the correct percentages didn’t make it in to the document prior to publishing. The subsequent incorrect update was a product of, in Weisnewski’s words, “my own self-inducted panic to get the real numbers out to everyone.”

“The resulting update caused more confusion and made it seem like we were trying to cover our tracks,” he added. “It was a sloppy move on my part, but none of it is malicious or a cover up.”

In other news, busy humans continue to make simple mistakes, and people get really intense about video games.

Linda Breneman

About Linda Breneman

Linda learned to play video games as a way to connect with her teenaged kids, and then she learned to love video games for their own sake. At Pixelkin she wrangles the business & management side of things, writes posts as often as she can, reaches out on the social media, and does the occasional panel or talk. She lives in Seattle, where she writes, studies, plays video games, spends time with her family, consumes vast quantities of science fiction, and looks after her small cockapoo. She loves to hear from people out there. You can read more about her at her website, Linda Breneman.com or her family foundation's website, ludusproject.org.