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I haven't seen a topic about this specifically, but I believe that the DSC has done the best job of having a narrative story throughout the raid. Most of the raids that we have had previously have felt more like fighting a series of minions/minibosses to reach a final boss. In DSC, the transition between each encounter and the encounters themselves tell a more detailed story. From chasing Atrax, watching him releasing Tankis, preventing the destruction of Europa, and our final battle within the wreckage. Something I would love to see more in future raids for sure! Good job Bungie!

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almost 4 years ago - /u/Desmondia3 - Direct link

Originally posted by Janube

I get why they don't have the ghost talk during raids, but I kinda' wish he would chirp up every now and then to establish the "point" of a fight and with as much urgency as the situation demands.

Security "It looks like we have to disable some kind of golden age security system, but I have no idea how it works."

Atraks "Is... is that Taniks?! What's he doing down here? How is he even alive?"

Taniks 1 "The station's AI has set us on a crash course with Europa and I'm detecting several high-yield nuclear warheads on board! We have to disable them!"

Taniks 2 "What kind of monster can survive all this..?"

EDIT: And I want to stress to DMG or Cozmo or whomever reads these that one of the absolute coolest and most meaningful things during the spacewalk was Clovis threatening us with the existential danger our trespass theoretically posed. Voiceover work in raids has been understated so far, but I think you should lean into it a bit more if it's up to this quality.

Something tells me we just might!

almost 4 years ago - /u/Desmondia3 - Direct link

Originally posted by Foremanski

Ignoring the fairly condescending remark. The point I'm trying to make is that there is a good mix between telling a story for the raid (the background voices such as the "Crypt AI" were awesome) and atmosphere. The more story content we get, the less of the "raid atmosphere" we get. I don't want to go back to no dialogue at all like in D1, but neither do I want every experience in the raid to be filled with talking either. It just detracts on what makes the raid special.

Raid bosses talking during a fight just seems way to campaign-ey for me. But I still like the small chatter we get between fights. The roars and indecipherable vocals like we see with most of the bosses is nice, because it keeps focus on the action and the players. Obviously there's a lot of importance on who the boss is. But at the same time the name and the image is all we need. I don't need them constantly saying how they will destroy us, because we already know that.

Totally understand, and we’re always doing what we can to find the right balance. There are limited channels for storytelling in destiny so we need to take what we can get, but we do respect that the raid does have an atmosphere that doesn’t adhere to overstuffed storytelling and needs to also give players room to plan and focus.

almost 4 years ago - /u/Desmondia3 - Direct link

Originally posted by Voidchimera

I feel like it's a tone thing too, in the campaign cheesy "i'll crush every atom of your existence" lines don't feel weird because it's not supposed to be deadly serious like raids, where that would feel kinda tone deaf. But the ominous dialogue in DSC fit the mood so well (some of Clovis's lines were downright chilling) that it made it feel so much more immersive instead!

Also, the fact the raid tied into previous lore like the Journals instead of just being its own isolated thing gave everyone so much more weight and intensity!

This is something I was very cognizant of, and a big reason why the clovis AI actually talking to the player in the raid is sparse- when it comes to writing for games, brevity is key- less is almost always more.

And yes, we had a philosophy for lore that we have been trying to stick to since black armory but wasnt able to be fully realized until beyond light- if it exists in the lore, players should be able to experience it in some form in the game. Personally, I’m in games to explore methods of interactive storytelling. If I wanted to write books, I would just do that instead. But it’s a game first and foremost, and that should be top priority.

almost 4 years ago - /u/Desmondia3 - Direct link

Originally posted by Pantsman1084

As I'm sure you're well aware of, the story telling in this expansion has been absolutely top-tier. Especially when it's spoken. I am loving all of the in-world storytelling and hearing characters tell us instead of just a wall of text. I know voice acting costs can really add up, but that element really cements it. Seeing the live interactions with Elsie and Ana is the kind of life this game needs more of. Also, I'm the lore nut of my clan and usually have to explain things because some people don't care to read a bunch of text, but the same people who skip the text are now stopping and listening to the spoken story and know what's going on in the game world.

Extremely kind, thank you on behalf of the team!