Just to do a half-second change. They needed a live team working on constant patches and bug-fixes, and they also needed to plant flags to set players up for the major changes that The Taken King would eventually bring. Over the next few months, the developers had to grind constantly. They go in and they move that node two feet. It's hard not to speculate about what Destiny might have looked like with Staten's version of the story. People who worked on Destiny rave about the European Dead Zone and the raid on Mars, both of which may be added to the game in the coming months and years, but there's skepticism that this yearly schedule will really work for a studio like Bungie. The grind of this process led Bungie to approach Activision with another proposition that would alter the ambitious release schedule they'd previously agreed to: They had released two DLC packs, The Dark Below and House of Wolves, and they had released one expansion, the codenamed Comet that was properly titled The Taken King.
And then they'd do a 15-20 minute compile. First they had to deliver two DLC packs that each justified ; then they had to release a massive expansion the following fall. It takes about 20 minutes to open. Once Destiny launched in September 2014, Bungie's staff didn't have much time to celebrate. But as a tool-set for designers, sources say, Destiny's engine is subpar, and creating new maps and missions at Bungie can be grueling for developers.
But because the tools are shit, and because no one can reach consensus on how to fix the game in the time that's allotted, you get a lot of sort of paralysis. It takes eight hours to input their map overnight. Even that process may be rough for Bungie. The team ultimately decided to focus it around a single major map—the Hive ship that had been cut from vanilla Destiny—as well as a new public space on Mars, complete with strikes and a new raid.
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