Have you ever wonder why Destiny 2 seemed to be so underprepared from the get-go? In the last Destiny Tracker podcast of 2017, Kotaku’s Destiny authority Jason Schreier shed some light on Destiny 2’s development saying that it was rebooted 16 months before it released.
During the podcast, Schreier shared information about the reboot and what was happening during the development of Destiny 2. As he stated the reboot happened after there was a change of directors for the title causing the “development tide” to shift. He says:
“I think that it was made in a relatively short period of time. There was a big reboot of Destiny 2 at some point in early 2016. There had been a previous guy who was directing the game before Luke Smith, who’s the current director, took over. So that guy was kind of put aside – he’s not at Bungie anymore – and Luke Smith took over. I believe that was in April of 2016 but I might be misremembering. Don’t hold me to that exactly. So if you think about it that way, they didn’t really have a ton of time to work on this game. It had been a 16 month period between the reboot and when the game actually shipped.”
Schreier also talked about Eververse though and the existence of microtransactions in Destiny 2. According to him, this change of plans was a decision made by Bungie since they could keep up with the load of work they had to deliver. This changes the perspective we have that publishers usually are the ones taking the “microtransactions road” in these situations:
“What Bungie decided was: ‘we can’t do this anymore. This is just too much, this is too hard for us to do – the tools that we work with are really hard to deal with. It’s hard for us to make this much content. It’s just hard making content in general.’ And they said ‘we are going to do a drip feed of smaller stuff, and we’re going to put up the Eververse, sell microtransactions, and make money that way.’ And Activision said ‘okay’ – it was a part of their renegotiated deal – and they got to a point where they didn’t have to be cranking out as much content. And now they’re back to the same pattern, where they have to crank out these DLCs and just be making content constantly.”