A technical analyst shared his ideas on Bungie's "Destiny" and its relative success despite the issues it encountered since it was released. Add to that, comments on the upcoming House of Wolves DLC were also shared by the analyst.
Wedbush Securities analyst Michael Pachter said that "Destiny" would likely be learning from "World of Warcraft" when it came to intervals of releasing patches and DLCs. He explained that "Destiny" would likely be releasing two US$20 DLCs and one US$40 DLC within the year while waiting for "Destiny 2." The analyst explained that the frequency "Destiny" would release its DLC should send out a message to gamers that the game still had a lot of content in store for its loyal fans and that would cause a lot of gamers, if not all, to come back to the game for more.
The price range would also be reasonable so as not to be cumbersome to a majority of gamers who would download all the available DLCs. Add to that, this interval would provide some breathing space for the developers to create a variety of maps and challenges that would reasonably fit to the price range. Pachter elaborated that by releasing two minor DLCs and one major DLC within the year would generate a strong fan base. House of Wolves would be "Destiny's" upcoming DLC to be released on May.
He said that this would be very different from the "World of Warcraft" that had a relatively longer waiting time before it released another DLC. This resulted to some gamers leaving and never coming back even if there was a newly launched DLC.
Meanwhile, Bungie was aimed at solving issues on vault space and raid fixes in the future patches for the game. However, Bungie community manager David Dague clarified that it was still uncertain if all the updates and fixes gamers have been sending out to them through feedbacks would be included in the upcoming patch.
With the amount of effort and pressure it had been bearing on its shoulders, Bungie's "Destiny" would definitely remain on top with the big league despite being a relatively young title in the gaming industry.
Join the Conversation