GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

View, browse and sort the ever-growing list of sessions by pass type, topic, and format. All registered attendees will be able to build their personal schedule in the mobile event app, once live early 2022.

GDC Masterclass courses require a paid pass to attend. Class sizes are kept intentionally small and seats are limited to ensure every student receives one-on-one assistance from the instructor. Pass pricing per course varies, please review the passes and pricing page for more details and secure your spot today!

1000 Hours of Difficulty: How 'Destiny' Builds Systemic Challenge

Alan Blaine  (Principal Technical Designer, Bungie)

Pass Type: All Access Pass, Core Pass - Get your pass now!

Topic: Design, Production & Team Management

Format: Session

Vault Recording: TBD

Audience Level: Yes

Bungie is well-known for the '30 seconds of fun' loop pioneered in its award-winning franchises, including both Halo and Destiny, but that isn't enough in today's market. As a Live Service game, Destiny 2 also needs hundreds and thousands of hours of pursuit to keep players entertained and engaged. In order do that without breaking the production cycle every release, they enhance their bespoke activity and sandbox content with numerous systemic adjustments to challenge players in seven difficulty categories. Learn about these categories and the kind of pressure they apply to players, the tools players use to overcome that pressure, as well as solo and group case studies that show how core activities are transformed to provide near-infinite challenge. Lastly, learn about techniques for effectively playtesting and tuning challenging content without making it impossible to beat!

Takeaway

Attendees to this talk will learn how to apply Challenge Categories to their live service or multiplayer game and use them to systemically improve challenge, entertainment, and engagement for their players, while keeping implementation and test costs low.

Intended Audience

This talk is intended for is for Designers, Testers, and Producers of all experience levels on MMOs, Live Service and multiplayer co-op games, who want to learn how to build, test, and maintain challenging content.