Did you know when Destiny was in pre-production the Cosmodrome was envisioned to be about five-to-ten times bigger? Of course, if you've played the game you'll know that the final product is nowhere near that size. For Bungie and Destiny, it's just more shoulda, coulda, woulda for the game that launched with such high expectations, but let down so many.
“There’s a lot of stuff that didn’t make the cut. I think our original vision for this was something about five-to-ten times bigger, geographically, and our eyes were way bigger than our stomachs," Bungie designer Rob Adams said when asked on a recent Cosmodrome 'ride along' video.
“We ended up condensing things to be closer and closer, and one of the biggest reasons we did that was we wanted players to see other players. And when you get a space that’s too big, you just don’t see anybody, it gets kind of empty and lonely. And the other problem is, we have a limit to the number of combatants we can have in a space at any one time," he explained.
Since Destiny's release, many of the game's design choices have been questioned by both media and consumers. One of the biggest critiques of Destiny has been Bungie under delivering on their promise of an expansive universe filled with exciting locations to explore. While it's probably too late for Destiny, there's always hope that this vision could become a reality in a sequel.
“There’s a part of me that wishes we could have five times as many players in a space, and have three-to-five times the real estate, it’s just a matter of working with the engine and working with the consoles over time to try to get closer to that dream," Adams said.
One has to wonder if more time with the PS4 and Xbox One could help Bungie deliver a game we all want to see. For now, though, everything we hear about Destiny is just 'woulda, coulda, shoulda' and, quite frankly, I think many of us are disappointed it just isn't.