When we first launched our partnership with Activision in 2010, the gaming industry was in a pretty different place. As an independent studio setting out to build a brand new experience, we wanted a partner willing to take a big leap of faith with us. We had a vision for Destiny that we believed in, but to launch a game of that magnitude, we needed the support of an established publishing partner.
With Activision, we created something special. To date, Destiny has delivered a combination of over 50 million games and expansions to players all around the world. More importantly, we’ve also witnessed a remarkable community – tens of millions of Guardians strong – rise up and embrace Destiny, to play together, to make and share memories, and even to do truly great things that reach far beyond the game we share, to deliver a positive impact on people’s everyday lives.
We have enjoyed a successful eight-year run and would like to thank Activision for their partnership on Destiny. Looking ahead, we’re excited to announce plans for Activision to transfer publishing rights for Destiny to Bungie. With our remarkable Destiny community, we are ready to publish on our own, while Activision will increase their focus on owned IP projects.
The planned transition process is already underway in its early stages, with Bungie and Activision both committed to making sure the handoff is as seamless as possible.
With Forsaken, we’ve learned, and listened, and leaned in to what we believe our players want from a great Destiny experience. Rest assured there is more of that on the way. We’ll continue to deliver on the existing Destiny roadmap, and we’re looking forward to releasing more seasonal experiences in the coming months, as well as surprising our community with some exciting announcements about what lies beyond.
Thank you so much for your continued support. Our success is owed in no small part to the incredible community of players who have graced our worlds with light and life. We know self-publishing won’t be easy; there’s still much for us to learn as we grow as an independent, global studio, but we see unbounded opportunities and potential in Destiny. We know that new adventures await us all on new worlds filled with mystery, adventure, and hope. We hope you’ll join us there.
See you starside.
does this mean destiny is over on PC and the gang can get back together
Woooow, that’s some big news
No, but it might mean the PS4 version doesn’t get timed exclusives.
I didn’t see this coming, but it makes sense given Activision’s tone on earnings calls with regards to Destiny. They see this series as a failure so it’s no wonder they want to distance themselves from it.
i decided i wouldn’t play another lifestyle game but now i’m curious about d3
i am hype about this news
can i finally have destiny warthogs now plz
cheese aside that line, and that moment, is one of the best pieces of writing in destiny
like they could have put anything in the log there to say “you did the thing”, “atheon’s time warp disrupted!” or something equally cheesy
“guardians make their own fate” functions both as a conformation that the correct action was performed and a rallying cry to complete the encounter and plug those bullets into it’s chest
it’s a pretty neat phrase
thanks for coming to my essay
F2P + Season Pass model for D3 could be interesting
After The Division became a massive hit as ‘Destiny at 65% quality’ and Ghost Recon Wildlands became massive as ‘Destiny at 50% quality’ I don’t feel confident predicting anything.
But Anthem is significantly worse than The Division. The shooting is sooooo ropey.
We did prestige eater of worlds today and it’s hilarious that it doesn’t also count as a normal mode run for records
bergusia forge is hard as balls btw
“recommended level: 650”
The thing that has kept destiny alive for so long is how good it’s primary verb feels. Anthem is pretty and looks like they have a lot of fancy technology going on there but the action doesn’t seem to read cleanly or have a strong hook. Nobody has matched destiny on this yet.
I agree that that’s why Destiny is Actually Good but I don’t trust my ability to predict the market that way, because The Division is doing very well without it.
Then of course there’s Bethesda, masters of the Eh, Good Enough action for going on two decades
The key to the success of Bethesda’s RPGs is that they are incredibly replayable. The different ways you can build a character is limited by absolutely nothing, and it’s actually really difficult to make a build that isn’t viable. You want your basic thief/fighter/mage? sure, whatever. You want to mix it up? Now we’re talking. How bout a stealthy two-handed greatsword user. How about a fighter mage that only uses Bound weapons and armor, but otherwise fights in melee. How bout a magical archer.
Even in Fallout, it still works. How about a smooth-talking boxer. How bout a mysterious gunslingin’ longcoat. How bout a mad scientist, running Int and Energy Weapons.
There’s never that moment where you’re stuck because it turns out you built wrong and now you have to start over because you took the wrong perk 26 hours ago. Every build works.
I think that’s an artifact of a single-player game without a competitive meta; most builds in most RPGs are as viable as those in Bethesda games. People just get worried when they run into a difficult patch and the culture might encourage them to restart when the game doesn’t; for example, it’s very hard to build wrong in a Souls game because the Defense stat is always growing and is such a leveler, but the difficulty and ‘git gud’ culture cause people to be anxious about it.
At any rate, yes, Bethesda games have good aspects that outweigh the poor combat and cause them to be Good to a huge number of people and yet a succession of issues including poor combat cause me to consider them bad, in the same way that I think The Division is bad and Ghost Recon Wildlands is bad and yet a bunch of systems, including ‘it’s where my friends are’, make them enjoyable to large numbers of people. But once we give that up we give up our critical voice.
In my experience, the only reason “most builds in most RPGs are as viable”, as you said, is that what you are able to construct is already pared down so much that, while you can’t make an unviable build, sure, you also can’t make an INTERESTING build.
Oh, you picked Fighter? Cool, you get no magic, dexterity, or stealth, but here’s 14 different ways to swing your sword that are all mechanically indistinct from each other, plus a small handful of utility attacks. Oh, you’re a rogue? No armor or 2h weapons for you, here’s your lockpicks and daggers, using anything else is going to be a severe penalty, if you’re even physically able to use it. Archer, eh? Well that’s ALL you get. Your choices are shooting one arrow or, if you’re very good, two. Maybe even shoot arrows real fast! Out of arrows? No melee combat for you, rangey. Run away or die! Unless we’re one of those games that doesn’t do limited ammo, in which case we’re going to nerf your damage per shot into the ground for some reason.
It’s like the difference between World of Warcraft’s (visual) character creation and the create-a-fighter mode in Soul Calibur or those wrestling games.