Destiny’s Eric Osborne Explains How Feedback Informs Development

The Dark Below is the first expansion and 12th update for Destiny that aims to “expand the world of Destiny” with, among other changes, more gear, a new six-player raid, a fast-paced strike, and three new Crucible multiplayer maps.

As the first expansion for Destiny, The Dark Below, released on Dec. 9, represents the first step into the game’s future. Yet, as a live experience, Destiny is constantly evolving. On a number of occasions, Bungie has responded either to player feedback or players’ in-game actions to make big changes to how the game works.

Just how big of an effect does the Destiny community have on the further development of the game? GameFront contributor Morgan Ramsay turned to Eric Osborne, community and marketing relations manager at Bungie, for the answer.

GameFront: Destiny has a large community. How much feedback does the game receive? What do you do with that information?

There’s an unlimited amount of feedback coming in.

Eric Osborne: There’s an unlimited amount of feedback coming in. We gather anecdotal feedback, bug reports, and feature requests from our forums, social, and digital. We were just in Las Vegas at the PlayStation Experience, where we had a ton of conversations, gathering personal feedback, too. We also have a user research team that gathers data about the experience, what players are doing in the game, which activities they’re playing and for how long, and all that kind of fun stuff. They report that data to our designers, ask them questions, make hypotheses, and see if that data proves out.

It’s a pretty complex, multifaceted process that involves a lot of teams. We have our community and user research teams but we also have our live support and sustain team, server infrastructure team, customer service team, and then, of course, our studio itself. We have a fairly large studio at more than 500 developers. We’re all playing the game, injecting our own feedback into the mix. We knew Destiny was going to be a game that we would be updating and patching short- and long-term, so we built the game to sustain this type of activity.

GF: What role do you play in that process as a community relations manager?

EO: Our job is to bring together all the feedback, the trends we’re seeing in the community, what influencers are asking for, and what people are doing on our forums, and help the development team prioritize and figure out what we can and can’t do for future patches and updates. We get in the room with the development team and make sure the community’s voice is heard. That means we have to constantly keep in touch with all those people out there, not just on our forums but on Reddit, Twitter, Facebook, and all the various places we can have conversations with our community. We have to figure out what makes sense for us to bring to the development team.

GF: Not all feedback is useful. How do you determine what recommendations to make?

EO: There are a number of factors. How many people would benefit from a feature or update? Is it feasible to build internally? How long will it take to get it out into the wild? Is it already something that’s planned? The Bungie community has been a fundamental part of the process. For example, our customer service team looks at data from the game, how many people are getting specific errors, the volume of errors, the trend line for errors, and what people are saying about those errors; and then we point resources to where we can make the biggest impact.

GF: Can you give me an example of how you addressed feedback in a big way that players would recognize?

EO: We saw player feedback about Engrams, their lack of satisfaction with the Cryptarch, and we saw that a certain class of players was spending an awful lot of time shooting into caves that had high volumes of enemy respawn.

We could make changes that would benefit a lot of people and make the game better.

The “Loot Cave” became a divining rod that told us players were dissatisfied with the quality and drop rate of Engrams, so the solution on our end was to slow the rate of enemy spawns in those caves, tweak the Cryptarch and Engram system to stop delivering lower-tier items, make Strikes pay out a little more regularly and consistently, and tweak planet materials, like Relic Iron and Spinmetal, to be useful for Crucible players as well.

That’s the sort of update that took weeks to get out into the wild and in several stages. We saw player feedback on forums and social aligning perfectly with in-game behavior, so we were pretty certain that what people were saying was representative of a large number of players. We could make changes that would benefit a lot of people and make the game better.

GF: Has player feedback reshaped the creative direction of Destiny? With so many voices, at what point do you draw the line and say, “There can be only one behind the wheel?”

EO: Destiny is a first-person shooter; it’s not going to suddenly evolve into a strategy game. Destiny is a loot game; it requires investment. There are core pillars we adhere to and we posted those online. We designed the game to be social and cooperative. We designed the game to be a first-person action game. We designed the game to be fun when you’re playing with your friends. Those are things that won’t ever change.

That is the core of Destiny, but we can look at the experiences players are having and say, “Oh, they want more weapon variety or better rewards.” We can look at the raid and say, “A lot of people weren’t satisfied with the way rewards were being doled out, so let’s make them more consistent and predictable.” Moving from the Vault of Glass to Crota’s End, that’s what we’ve done. The raid is still the raid with the same core goals. The raid is intended to be the most challenging thing we’ve created, to put six players to the test, and to require coordination. But we can change the way the rewards spool out.

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1 Comment on Destiny’s Eric Osborne Explains How Feedback Informs Development

Eddie

On December 22, 2014 at 7:42 pm

“We certainly don’t want to take away the sense of accomplishment, and the rarity and power of that gear”
The update before dark below makes vault of glass raid gear obsoleted by vendor gear…
Among other holes I could poke in what theyve been saying about this game