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Session Name Shared World Shooter: Destiny's Networked Mission Architecture
Speaker(s) Justin Truman
Company Name(s) Bungie
Track / Format Programming
Overview For Bungie's new game Destiny, we wanted to create a shared world shooter - a player experience that combined low-latency action gameplay, always-available drop-in cooperative missions, and seamless in-world interactions with strangers. The networking ecosystem that we built is unique - an intersection of our traditional peer-to-peer networking and a new cloud-based server architecture. This talk will discuss the spatial structure of Destiny's game world, each of the various networked experiences a player may be simultaneously connected to, and their overlapping responsibilities. Rules for host handoff at regional boundaries will be described, along with how we handle ungraceful host migrations and disconnections. Because untethered cooperative play is a pillar of our game, we will discuss the consequences and complexities these places on mission scripting and gameplay simulation.

GDC 2015

Justin Truman

Bungie

free content

Programming

Programming

Design

Design


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