Destiny 2 was one of the most anticipated titles this year, but the number of people who managed to both finish the campaign and reach the game’s level-cap surpassed even Bungie’s expectations.
Destiny 2 Director Luke Smith was recently featured in an interview in EDGE’s latest issue, via WCCFTech, where he expressed his happiness towards the number of people who managed to reach the level cap so early on, claiming that it means “when people enter the world, they’re sticking around.” “A shocking number of players” managed to both finish the campaign and reach the game’s level-cap.
There have been some pleasant surprises, but there are some that ask you to be introspective about them, too. An extremely high percentage of players have both finished the campaign and reached the level cap. Like, a shocking number of players. I think that’s a really interesting data point, and the team should be really proud of that. It means that, when people enter the world, they’re sticking around.
I think one of the things we’ve got to make sure we’re doing right is, if you play it for 80-90 hours, are you happy with where you got your character to? And where’s new stuff for you to do, are you interested in coming back?
Smith went on to address one of the community’s main concerns, and that’s weapon duplicates and an incentive to come back to the game after reaching the level-cap and finishing most of its content. He explained why the studio decided to switch from the original Destiny’s random weapon perks system to fixed, claiming it was “the right thing for the collection game.”
I’m still a pretty big supporter of the change. I believe that, ultimately, the Destiny franchise is heading towards becoming a collection game. I understand that we have shortcomings there right now that we need to address. With respect to making duplicates matter, this is still one of the things we have ideas for.
You project, when something comes out, what you think the problems are going to be. Sometimes you’re right, and you’re like, cool, we can just do the work we planned to do. Sometimes you’re not right, or you have something else come up that becomes a higher priority. So for us, what we’re doing right now is looking at the potential work we could do, and we’ll prioritize it.
I still believe, and so does the gameplay team, that we’ve done the right thing for the collection game.
Destiny 2 is currently available on consoles, with PC players finally getting their hands on the game on October 24. What do you think of Smith’s statements? What should they consider doing with duplicates?
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