Destiny 2's Biggest Changes (Part 2)- Matchmaking & Clans...finally. - Part 1

 This is part 2 of my three-part series covering the biggest changes for Destiny 2. In the previous video I was looking at the changes to player power fantasy, and in the last video I'm doing after e3 I'm going to be looking at the evolution of the solo player experience, but in this video I'm going to be looking at changes to those social Watch systems that back up destiny to be perfectly clear now that there will be no juicy revelations or new information or gutter in this video if you've been following destiny news up to this date you know clams and guided games, which are a form of matchmaking, are also coming to Destiny, and this video won't teach you anything new, but it will give you some insight into how Bungie came to that decision and what's important to them when they come across a talking about social experience, and to get that insight I had the rare opportunity to interview every Eung who is the Lead Social Designer for Destiny 2 at Bungie is. So if that's something you're into, great watch out if you're not, I'd recommend clicking away because I certainly don't want to waste your time. So if I were to ask you what the term social systems means in video games, you're probably going into very familiar territory. Things like clans or guilds are the most obvious examples of players agreeing to some sort of cooperative arrangement to do things in the Achieving game, or like matchmaking, for example a system that players either randomly or based on set parameters like geography or skills or whatever these systems are that are easy to remember because they are overtly social their job is facilitating social interaction where there might not otherwise be, they are obvious and their impact on player experience is immense because social interactions in games typically define our experiences


much more than actual gameplay mechanics ever could to illustrate this point. Now let's talk about the humble chat window. If I told you that a chat window is a social system, you would probably agree and say yeah so what is a chat window I mean how important a chat window could be, bloody important, considering how complex is a social system that is basic human language. Riot Games like League of Legends is probably the best example of what can go wrong in a chat when the toxic bile spits out. It's the main reason newer players don't stay with the game for long that League chat is so well known that he literally ended careers, since even the most seasoned pros whose livelihood literally depends on not being toxic couldn't resist swearing at someone and subsequently paid the price for it with either temporary or permanent bans, and the The systemic nature of a chat window becomes even more interesting when you see how other games have handled it, Heroes of the Storm, the Blizzard equivalent of League of Legends, noted how toxic the in-game chat system was becoming , and as a result disabled all chat in most of their game modes, with all chats being the channel activation you, with the opposing c hen team that has been used far too often as a tool of abuse rather than real sportsmen like hoaxes so you can see here from these very simple examples how complex a social system just a chat window is and I think , it's why I haven't seen any evidence whatsoever that there is a chat window in the PC version of Destiny - I asked the nearby developer about it but they declined to comment on the matter, but The way I see it, he's just been doing well without a chat window for so long, so now everyone with all the risk that comes with it probably won't happen. Watch this room. Nothing is confirmed but if I were a bettor I would bet a great deal of money against the idea of ​​the PC client being included

a chat window. The whole point of all this is that even the most basic systems you can imagine are inherently highly complex social systems. Social System You have protection from dawn just as your friend fires his Gjallarhorn, that is a social system - it's a point I was keen to talk to Emmy Chun about when I sat down with her and asked her what social systems mean to Bungie Now just a note on capture I wasn't allowed to capture any images, only voice and there was a lot of background noise which some of my friends did their best to remove but it's still there you can still understand what's being said but yeah it's loud anyway here's MH Ungh on what social systems mean for Bungie. The weird thing about social systems is that it's not like a weapons designer or you exactly say it's very specific in terms of what you see and pursuit is green as it's amorphous and fun, nobody describes themselves that way like you're tweeting or buzzing like bees. i am social Showing that it's not a thing that we're really great. Social isn't an experience when what I call it is this dynamic that happens between a bunch of different mechanics, so everything from how Supers are boosted for your teammates to how the voice works, how the physics work great between players, all of that affects the relationship or your own universe, so I mean because it's a thing that has to overlap with everyone's work, because because the physics with some of ours Sandboxing happens right away, that's the thing that's going to affect the game, so it has to happen as an agreement with everyone in the scene, which is our number one goal, if we're going to create communities, yes, then everyone everywhere has to like small ones Making decisions, there's just so many interesting things packed into this one answer. At its core, it shows that Bungie

is very aware of the social design implications of their gameplay design choices. ME talks about the fact that it's not about designing a specific weapon, but rather about understanding how the different systems in the game collide with each other to create a social outcome, in her words social is a dynamic that takes place between a number of different mechanics. It's on the bungee radar, they're not just designing things in isolation and seeing what comes to mind, they're actively thinking about the impact of all their decisions on the social landscape and the game's community. But notice what they're doing on Ende says, this is our ultimate goal. Do we want to create communities? Yes, then everyone everywhere has to make small decisions is just intriguing, and the idea of ​​all of the game's designers helping out by making small decisions that add up to this social whole is just as intriguing, actually something Emmy pointed out at the beginning of the interview says, and literally the very first question I asked her as I sat down, when did you decide that yes we need a social designer, how when in their journey did they decide that this is an issue now we need someone who is responsible for that experience and solidifies that experience. I mean, so I'd say that all bungee beings have social bread and butter for bungee in their DNA from the start, which encourages mentioning between people of everything that happened from too much credit to butter a game of friendship between inspires people

It's a bold claim, but I think when you think about modern bungee history with the Halo series, it's just as true console and I'm really not exaggerating when I say that Halo Two's multiplayer is groundbreaking in almost every way and Destiny has done a phenomenal job to its credit by bringing the MMORPG experience to console while creating a passionate and vibrant community that most games are the envy of. Bungie knows what they're doing here, they're actually some of the best in the business, so it's always been very confusing for fans why Bungie, a company that's so good at it, ignored this, the most common request they get in the Throughout the life of Destiny One was placed matchmaking for raids and nightfall

Matchmaking is one of those things that we take for granted today, but it wasn't always like that in the days of doom you had to actually exchange IP addresses with friends or clanmates to play with them and the concept of matchmaking became really only born with Diablo via Battlenet or Quake we were listed dedicated servers at GameSpy and if you remember which games players and congratulations you and I are both old Matchmaking has become more and more of a refined process over the years, and its implications on games were both good and bad, on one hand it was great to quickly jump into a matching game, a random call of duty or battlefield game where the stakes are generally pretty low and you don't really care is whether you win or lose, but the downside of matchmaking is that there's an expectation in team-based experiences n where the player cares a great deal about whether he wins or loses, and a lot of toxicity arises as a result, Winston Churchill once said that the best argument ag Inst democracy is a five-minute conversation with the average voter. I think the best argument against matchmaking is spending five minutes in a League of Legends ranked game. Things can go wrong so damn fast. Developers have tried all sorts of things to civilize the matchmaking formula to make it work better, typically relying on a mixture of carrot and stick to encourage players to act like real people, but I think the The most interesting effort actually came from Blizzard, who read there how to find a tool that allows for match-made raid content up to 25 people for this to work, but Blizzard had to add a new difficulty level to their content that said so ridiculously simple was that access could only really fail if the group was actively being trolled. Casual fans loved the inclusion of Raid Finder because it finally gave them access to Wow's best content endgame raids, but hardcore players saw it very differently and to this day you'll still find a very strong contingent that's making up for the drop in popularity of Wales firmly attributed to the implementation of Raid Finder and commented that it got cheaper


The game's most challenging content, removing its exclusive and hello status, with the complexity that something as simple as a chat window can have, it's easy to see why so many games struggle to get matchmaking right for their games , especially if people care about the outcome of PvE or PvP encounters they do, when I sat down with Emmy Chung I was very interested in hearing the official stance on why Bungie had refused to let fans know to give something everyone has wanted for so long since day one, what everyone has been begging for yes and i must have taken a lot of strength staring at obamas beard that request how do you do that? Tell me what that process was like, fighting back and then finally coming to a decision like this, probably our number one request from the community, we want great matchmaking and I mean it doesn't surprise me because we have our talking about the black community mental social thing and making it really hard for people, e PO social no like that's what I always describe to people is but we have people when I think of memories, your memories and all the experiences that activated for me. A lot of them aren't remembered from my perspective like I can't remember all my great moments and that's not a registration don't have it for the bad reason yeah or something you know I was a healer on everyone. I can smile to speak properly but like her that it's more important because you have a great memorable experience that you will take away with you and that meant Alex that meant the matchmaking wasn't and I'm part because it's because even with halo 2x matchmaking a photo is important to bungie and we've talked about it I want to make it easy to find the fun good. I mean you're making it really hard for us to find him but we knew we knew there was a better answer and we weren't we wanted to make sure it has to be right before we release it like with desti no


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