This past week, there was a lot of controversy surrounding Destiny, a video game in which players travel through space collecting unique resources such as Spinmetal, Helium Filaments, and Red Bull.
But before the firestorm started, most Destiny fans were pretty damn stoked about how the game has been evolving. House of Wolves, the latest expansion, is excellent, and there are a lot of indications that Bungie has learned quite a bit over the past few months about what players actually want. They still need to work on their communication skillsābig time!ābut additions like Trials of Osiris have gotten hardcore players psyched in a way we never have been before.
So letās forget about the controversy for a little while. At E3 last week, before any of the drama began, Kirk Hamilton and I had the opportunity to sit down with Destiny: The Taken King director Luke Smith for a long chat about the State Of Destiny and whatās coming this fall.
Smith, who is snarky and boisterous, is clearly a big fan of the game he works on. (He says heās got three level-34 characters and has played some 800 hours, not unlike the rest of us.) He was honest and candid about some things, yet he wouldnāt answer questions about many others. At the end of the conversation, we all agreed that weād like to chat again soonāmaybe this fall, after The Taken King is out and weāve got a long list of new problems to complain about.
(Itās probably also worth noting that Smith briefly worked at Kotaku many years ago, before either Kirk or I started.)
The interview is long and sprawling, so Iāve broken it up into segments for easier reading. Letās do this.
On The Taken King
Jason Schreier: Alright, letās talk about the future of Destiny. So what we saw [in the demo we played] seemed totally different than any other mission weāve seen before. Is that what should we expect to see in The Taken King?
Luke Smith: Yeah, āThe Coming Warā is this characterful, toneful experience that we wanted to begin year two for The Taken King, begin it with basically a bang. That is the opening of the game ā thatās how itās gonna kick you out into this struggle against Oryx. Heās here. Heās not super-thrilled with the Guardians of the city. Yāall killed his kid ā I know you guys killed his kid a bunch over and over.
Schreier: Pulled out the LAN cable.
Smith: (laughter) Yeah, exactly. Heās *really* upset about that. Heās really mad. So heās here, heās brought this Dreadnaught, which is our new destination, full destination, heās got an army of Taken, these evil alien creatures that have been ripped from our dimension, corrupted and imbued with new powersā¦ Thatās how the gameās gonna start. One of the things I hope that you guys have begun to pick up a little bit, is itās an evolution of what weāre trying to do since vanilla Destiny with our characters. I think there are some good smiles to have with the Zavala and the Eris interaction. I think thereās some fun characterfulness and toneful work that weāre doing. That really is an outcropping of what we started to do in The Dark Below where you met Eris, and you met the scream queen Omnigul, and Crota, and then we have those other two characters in The House of Wolves, Petra and Variks. Weaving those characters into the backdrop of you as a monster-killing machine is something weāre playing with.
On Peter Dinklage
Schreier: So is Ghost dead?
Smith: No. Ghost is not dead. There are gonna be doors to open! Heās still, the Ghost is gonna absolutely still be part of the game.
Schreier: Is Peter Dinklage ever coming back?
Smith: Weāre not talking about any of the voice acting or casting.
On Future Leveling Systems
Schreier: Obviously you yourself admitted that the Radiant Shard thingāthere have been mistakes there. Is the future gonna look more like the Etheric Light system?
Smith: So, yeah, this is one of those things that I really want to talk about, badly. And I know because itās the thing that gives players, in their heart, itās the thing thatās like āNo, I love my character, tell me how youāre gonna let me play it!ā Weāre not talking about this. Seriously, we have a whole summer to talk about this. I care a ton about this stuff. I think that if you look back to my recklessness on NeoGAF, sure, looking at those things, like the Etheric Light occupies a really interesting place in the player economy, where it says āyear oneā and weāre beginning year two, so thereās some expectation management that weāre setting there. But what it enables to me thatās really exciting is when you look at these three characters on the wall, that armor looks badass. It looks beautiful.
Schreier: Really cool.
Smith: If thatās the way your character wants to look, we want systems that enable that type of player expression and creativity going into Year 2. While weāre not going into specifics today, Iām really excited to sit down and have the conversation and for you guys to tell us if we screwed up.
Schreier: Iām sure youāll hear plenty from us.
Smith: I have no doubt about it, gentlemen.
On Legacy Weapons
Schreier: One of the problems weāve been running into is that even though there are all these cool new weapons being added in House of Wolves and beyond, weāre just sticking to our old Gjallarhorns and Fatebringers. How do you plan to address that sort of thing, where people are just attached to those old weapons: are they going to be able to keep getting more powerful as time goes on? Is there going to be a cap on that stuff?
Smith: This is one of those great questions that we canāt talk about right now.
Schreier: [to Activision PR] Steve, get out of here so we can talk about it. (laughter)
Smith: Itās a part of looking at the arsenal that players have and figuring out where that arsenal can go, how could anything match up against something like Fatebringer or Vision of Confluence, itās really hard when some of those guns are pegged basically as high up on the food chain as they could go. And then to be like, āOh, well now weāve gotta give you new weapons that youāre excited about,ā and youāre like, āIāM NOT EXCITED ABOUT THEM, I WANT TO USE MY OLD STUFF!ā Itās super tough. Super challenging problem. Weāre not talking about any of our proposed solutions today.
On The New Raid
Schreier: Can you talk about the raid?
Smith: I can talk about the new raid in this one way: thereās a new raid. It is a six-player raid. And it takes place on the Dreadnaught. It is built for the Dreadnaught. Itās gonna be epic, and I believe one of the things Iāve said is itās definitely our biggest raid yet.
Schreier: Help us conceptualize the Dreadnaught. How big is that compared to, say, Mars?
Smith: Itās tricky to try to conceptualize how large or small or anything that the Dreadnaught is, because itās this labyrinthine creepy fortress. Thereās a lot of stuff there. One of the things that the Dreadnaught does represent is our next way that weāre thinking about destination design and iteration. With the Dreadnaught, we wanted to take some of the things that we felt players liked about the Vault of Glass, which is like explorability, discovery, mythology, mysteryā
Schreier: And a sixth chest.
Smith: ...and weave that into the, weave that intoāIām ignoring your sixth chest commentāweave that into the player experience, that players feel like they have opportunities to go back to this place and figure out different secrets. Iām not gonna do any of the secrets a disservice now, but we want this to be the type of place that players go and explore and share their discoveries with each other.
Hamilton: So it sounds like youāre going for a kind of Dark Souls thing, that kind of approach. Where you get there and you havenāt seen the full extent of the map.
Smith: We hope not only that itāsāyou donāt get to see everything at once, but we also hope that a bunch of things that you see as youāre adventuring around the Dreadnaught, at some point youāre like āoh my gosh, I wonder if thatās a portalā and then you figure out what it does. Or you see a sliver of light in the distance and you see a treasure chest out there and youāre like āoh my gosh how are we gonna get out there?ā And then when you get out there, and you try to open the treasure chest, itās locked. And now youāre like, āwell now what, how do we figure this out?ā Thatās definitely one of those design rules we have, which is to make a destination that feels a little bit different.
Schreier: Is it safe to say that there wonāt be a raid between now and The Taken King?
Smith: Yeah, the raid thatās coming with The Taken King is the next raid.
On Raid Checkpoints
Schreier: So it sounds like you want this one to be way bigger than previous raids ā but when the weekly reset comes around, and we have checkpoints that get reset every week, it might be more difficult for casual players who can only play a few hours at a time to go through it. Have you guys thought about changing that system at all?
Smith: Weāre not discussing anything about potential iterations to the checkpointing system. Weāre thinking about all that stuff. We want as many players to be able to engage with the Destiny endgame as possible. I think that some of the things you pointed out earlier about the economy simplifications weāve made are a broad stroke in that direction. We want to continue to make the game more friendly for all players. What we want is to compress the delta between a fresh player and here so that more people can play together. The gameās about playing with other people. You need to embrace that as much as you can.
On Raid Matchmaking
Schreier: So one thing we have to ask about is matchmaking. Thatās something you guys have been asked about over and over again ā is raid matchmaking going to happen? The solution I thought would be ideal is an option to turn matchmaking on or off for all of the different weekly things. Is that something you can talk about?
Smith: Weāre not talking about anything with matchmakingā
Schreier: I love those words. āWeāre not talking about that.ā
Smith: (laughter) And I mean Iām not talking with you guys about it. At Bungie, weāre talking about all that stuff. Weāre always looking at ways we can get players together. I think stuff Iāve talked about with matchmaking before is when we look at systems that are gonna bring players together in certain environments, it has the potential to get very hostile and negative very quickly. And so we want to continue to be sensitive to that. What weāre trying to build with Destiny is a friendly online game where youāre excited to go in, people canāt really ruin your experience. And the raids are an opportunity for some pretty legendary trolling on the part of players.
On The Size Of The Taken King
Schreier: I guess if youāre not talking about bigger-picture things, we should talk a bit more about The Taken King. How big is this thing? A lot of people are wondering, since they saw the $40 price point, how much content theyāre gonna get?
Smith: I think thatās a great question and one I would really be concerned about too as a playerā¦ Thereās a fully-realized campaign, cinematics, I believe thereās a story up today that says theyāre skippableā¦ Itās a rich campaign thatās gonna continue the story in the Destiny universe. Rich campaign, cinematics, story-telling, a bunch of new strikesāweāre not talking about how manyāthereās patrols. Weāve updated patrols all across the game world. Like I said earlier, thereās a brand new raid. Thereās like two new PVP modes that weāre announcing today, a bunch of new PVP content. All new armor, weapons that you guys have probably had a chance to see.
Schreier: How many story missions are there?
Smith: Weāre not talking about the number of story missions. Itās really hard to quantify that.
Hamilton: Would you put it on par with the original story length from vanilla Destiny? Is it closer to that or an expansion?
Smith: The number of selectable activities in the director is much closer to vanilla Destiny than it is to any of the DLCs. There is a lot of content in the game for players. One of the things weāre doing is introducing a bunch of content in the endgame, so thereāll be new stuff to do in the endgame thatās not just your ritual activities. We want players to have sort of new stuff to uncover, and weāre not talking about any of that yet, of course, but Iām really excited to talk about it later this year.
On Keeping Old Raids Relevant
Hamilton: Are you guys considering how to make the Vault of Glass continue to be relevant? And are you thinking about Crotaās Endāfew people do Crotaās End now because the guns arenāt that great, you can ascend a VoG gun and make it just as good, so thereās no good motivation there. Are you gonna figure out a way to address that next year?
Smith: The thing thatāitās like breaking into jail, in a bunch of ways. If we continue to make all the content super-relevant in the moment to all players, what weāve done is created a wide swath of stuff for you to do, but weāve also now potentially psychologically encumbered players so they feel paralyzed. With stuff like the Crotaās End and Vault of Glass, we would love to find a way to bring those into the fold in a temporary fashion. But that falls underneath the weāre not talking about it yetā¦ The focus this fall for raiding, we want people to focus on the new raid. We want you to get in there and have a great time.
Schreier: Something Iāve heard brought up a lot is the idea of a monthly heroic raid. Is that something you guys have talked about at all?
Smith: I certainly have thought about that too. I think that would be a really exciting thing for players, it sounds like a great idea.
Schreier: Well there you go. Take it. Make it work.
On PVP Vs. PVE Weapons
Schreier: Something [Kirk and I] were talking about before is the idea of PVE versus PVP, because right now it feels like theyāre two separate tracts, where a lot of the weapons that are good in PVE arenāt good in PVP and vice versa. Have you guys thought about finding ways to make weapons useful in both modes?
Smith: One of our opportunities for potential improvement is how do we reward players moving forward? How do we reward the types of things youāre gonna doālike, the Trials of Osiris weapons, to pick on them, theyāre very powerful from getting to Mercury, and theyāre not super powerful in that you donāt need a damage type for PVP, you donāt need an elemental damage. So we dangled this carrot in front of players that has led to players having to go outside of their comfort zone to do this thing thatās a very hardcore PVP activity and you know, weāre learning a lot of lessons from the way that weāre itemizing things.
So moving forward I think weāre gonna be much more sensitive to that. Imagining what a PVP player really cares aboutāthat killer player archetypeāitās about showing off whatās the thing that you see on me that doesnāt necessarily make me more powerful but makes you like āoh my gosh that dudeās been to Mercuryāāwhat is that, what are those experiences? And thatās the sort of stuff that weāve gotta continue to think about as we go on.
On Level Difficulty Modifiers
Schreier: In PVE, something thatās frustrated us a lot is that sometimes to ramp the difficulty up instead of adding new encounters or challenges, you guys just raise the level cap higher than players can get. That happened with Crota on hard and it happened with Prison of Eldersāis that something you guys are going to continue to do? Is it something you saw as a temporary solution?
Smith: I think that weāre not gonna talk too much about difficulty today, but I will say that I empathize completely with those concerns and the level delta stuff has been a source of controversy and discussion internally. And when we unpack the way the gameās gonna work later this year I hope that people see that weāre learning and reacting to those criticisms.
On Thorn
Schreier: Are you gonna nerf Thorn?
Smith: So one of the things thatās really good about having a live game that weāre able to update a bunch is that we have this freedom that allows us to balance and bring into style and bring out of style different weapons. We want to have different weapons that have different seasons and ages and, you know, āThis was the time when X was really powerful.ā When the game shipped, October last year, the Regime, SUROS. Now SUROS is but a memory. So I think that a bunch of weapons are on their own journey, and theyāre all gonna get their time in the sun.
On Destinyās Weird Resource Economy
Hamilton: You know, one thing thatās come up with reforging is that, with each expansion thereās a new thing that people donāt have enough of. Right now itās weapon parts. And thereās this new weird workaround where if you get to rank 7 in Trials, then you can buy that gun a bunch of times and break it down and then farm glimmer to buy the gun and get more weapon parts. So each time this [kind of thing] happens, and now people donāt have enough plasteel platingā¦ are you guys continually aware of that? Are you gonna make it so people can just get all the materials they need one way or another?
Smith: I think as weāve sort of played reward wack-a-mole with different things as the game shipped. Like, āoh my gosh they had like ascendant economy.ā Weāre gonna look at these things. I think the story you told, which is a story Iām familiar with, yeah, thatās not a great player experience. We need to get to the place where getting gear and upgrading it or equipping it needs to be a great player experience.
Schreier: Do you think there are too many materials? How do you solve that problem, at this point?
Smith: We have to continue to try to narrow the funnel down to whatās the minimum amount of things that we need to gain to drive players to be excitedāfor players to have stuff to go do. And again, we have a bunch of stuff that weāre gonna be talking about later in the year. Iām sure thereāll be some talk or stream or who knows what. I know you guys will be watching that.
On The Thorn Bounty
Hamilton: Were you involved at all, or, what was the process of coming up with the Thorn bounty? Because now that Iāve done it, Iām really fascinated by it in terms of like, something that was in the game to begin with, and it was this really great thing, youāre talking about a long-term goal or maybe a short-term goal. It was a really cool thing to work toward, a really cool thing to get. Now that Iāve done it it was one of the best things in the game, I think, as a āthing.ā
Smith: I didnāt work at all on the Thorn bounty, but one of the thingsāI agree with you, the Thorn bounty is a really fun, across the game world tour of player experiences that ends with you getting a unique-feeling activity that just has a little extra moment thatās kinda cool. That bounty chain was so influential in the way that weāre thinking about things with The Taken King, that, while Iām not gonna talk about anything specifically, that bounty is a good tilt in the direction we want to go with players having goals that theyāre working towards and having a cool pot of gold at the end of that activity.
On The Weird Raid Bubble
Schreier: So it sometimes feels like parts of the game, like the Vault of Glass, play by different rules: you canāt get glimmer, you canāt get experience. Is that something thatās intentional? And the reason I bring that up now, after Thorn, is because I can see an epic bounty going to the Vault of Glass, or to Crotaās End, but it feels like those are separate games, almost. Is that something you guys are aware of, that feeling of segregation, and are you going to try to unify things?
Smith: Yeah, we want it to be much more consistent, especially with respect to some of the stuff youāre talking about. Weāre not gonna talk too much about the specifics, but I agree, I think that quest-lines that take you into epic raid experiences for you to put together a sweet piece of loot, that sounds great.
On Lukeās Biggest Regret
Schreier: So in retrospect, what is the number one thing you wish Destiny had done differently when you guys launched?
Smith: I think that what weāre doing this fall with The Taken King is sort of continuing that story of improvement, like the way weāre going to hopefully tell a better story, the way that weāre going to drive player empowerment and creativity, the way weāre going to finish up subclasses. We have so much to continue to make the game better.
Schreier: But as for the question I asked.
Smith: Itād be really unfair for me to just pick one thing that I wish weād done differently. Thereās a lot of stuff that I think we could be doing.
Schreier: Any examples? It doesnāt have to be #1 ā I just think people appreciate hearing from companies like Bungie about things you wish you had done differently, which is why that NeoGAF post resonated with so many people, because it wasnāt going through PRā[to PR rep] no offenseābut it felt like you just being raw, and I think people really dug that. Even though you might have gotten yelled at by your superiors.
Smith: Throw me the question again.
Schreier: In retrospect, what do you regret most, what do you wish you had done differently when Destiny launched, or even when Dark Below launched?
Smith: I think that weāve hidden a bunch of the fun parts of the game away, and weāve likeāthe thrill of acquiring gear is one of those pieces of fun that weāve hidden awayā¦ How do we get loot into the world? How do we make the acquiring of loot part of the story? Thornās a good example of that.
Schreier: So more stuff like Vestian Dynasty and [items] that you get as a natural progression as opposed to having to roll for them.
Smith: Yeah, and even stuff where like, when you kill a monster loot comes off him, and some of it youāre excited to hoover up, cause itās gonna be sweet.
On āDelivering Happinessā
Schreier: The purple engrams sometimes dropping blueāthat was a huge misstep.
Hamilton: Sometimes we look back and say we canāt believe you guys did this.
Schreier: Although it is, to your credit, a lot of things have changed in a lot of positive waysā¦
Smith: Frankly it feels like watching you guys go on a journey, and itās the type of journey I think you could only go on as players. You can only really be frustrated by something you loveā¦ Iāve had experiences at home that have been very frustrating and that have driven me crazy and have led to manchild behaviors. My golden retriever looks at me probably really weirdly sometimes when she sees the controller fly across the room.
And then our responsibility as developers is to engage with the game like playersāI have something like 800 hours in the game, I play a lot, I have level 34s in each classāand then to play the game as a player and then go to work and figure out how to be a designer. And for us to make the best sort of changes we can to make players have a good time. Because weāre ultimately responsible for delivering happiness.
On Trials Of Osiris
Schreier: So did you guys anticipate that Trials would be full of just the most elite teams?
Smith: I think there was a lot of conjecture and positing about what Trials was gonna do, and in typical fashion, we were probably right on some things and not on the other. If there are rewards players care about at the end of the adventure rainbow, theyāre going to do whatever they can. Some of my favorite times playing Destiny are playing Trials. I got down here on Friday, stayed with a buddy in Santa Monica, and made him go buy stuff for his router because it wasnāt working, ācause I needed to get that hunter and warlock helmet, ācause like Iāll be damned if Iām not gonna be complete and have everything. So like, my buddies who I havenāt seen in a year basically, theyāre like āwhat are you doing?ā Iām like Iām not even going to Mercury man, I just gotta get my five wins.
Smith: Iām playing with a couple guys from the office, and theyāre like, no mic, the dude Iām playing with doesnāt have a mic. And like.. Trials is pretty hard when you canāt communicate.
Hamilton: Itās pretty hard when you can communicate. Is it generally the reaction you expected? Thereās definitely people who feel kinda locked out by it, but then itās also sort of an elite activity, so is that the idea? Is that what you were going for?
Smith: I think we were going for an intense PVP activity that rewarded teamwork, skill, and had an unpredictable fidelity for who youāre gonna match with. I think that a thing we didnāt anticipate very well was the way players would react to the rewards. Iāve seen a lot of frustration online with players who really want to get those weapons. For some of those things that a primarily PVE player would care about, for them to not be able to work towards this thing is really frustrating.
And Finally, Our Biggest Scoop Ever
Schreier: Without spoiling anything, can you talk a little more about what weāre gonna see in the Dreadnaught raid?
Smith: No. (laughter)
Hamilton: Is it set in the world? Is it like Vault of Glass where itās āthereā? Or is it like Crotaās End where you have to fly there?
Smith: It is set in the world.
Hamilton: Nice! Thatās one detail!
Schreier: We got a detail! Scoop! Kotaku.com!
You can reach the author of this post at jason@kotaku.com or on Twitter at @jasonschreier.