Activision aims to improve the 'cadence' of Destiny 2 DLC

Destiny is a pretty popular game. But Activision Publishing CEO Eric Hirshberg isn't entirely happy with it. Specifically, he thinks the "cadence" of post-release content has been a disappointment for players. As a result, he said in an interview with GamesIndustry that Activision is taking a more aggressive approach to DLC creation for the sequel. 

"We got a lot right with Destiny 1, but one of the things we didn't do was keep up with the demand for new content. I feel like that, as great as [DLC packs] The Dark Below, House of Wolves, The Taken King and Rise of Iron all are, clearly there was appetite for more," Hirshberg said. 

"One of the things you'll see post the launch of Destiny 2, is that we have got additional AAA developers from inside the Activision ecosystem working with Bungie on Destiny content, including Vicarious Visions and High Moon. That will allow us to keep an even more robust pipeline of content in the ecosystem."   

Describing them as triple-A studios might be stretching the definition a bit—Vicarious Visions has spent the past several years almost exclusively on the Skylanders series, while High Moon developed the previous-gen console versions of Advanced Warfare before shifting to assist Bungie with Destiny—but they're established and experienced, and their presence will doubtlessly make the job of properly supporting Destiny 2 easier for all involved. And there's no question that a more rapid pace of new content will be welcomed by players: It took a year to release the first three Destiny expansions (The Dark Below, House of Wolves, and The Taken King), and then another year for Rise of Iron.   

Destiny 2 game director Luke Smith recently teased a bit about the game's first raid, describing it as "unlike anything we've done," which you can read about here. Destiny 2 is scheduled for release on the PC on October 24. 

Andy Chalk

Andy has been gaming on PCs from the very beginning, starting as a youngster with text adventures and primitive action games on a cassette-based TRS80. From there he graduated to the glory days of Sierra Online adventures and Microprose sims, ran a local BBS, learned how to build PCs, and developed a longstanding love of RPGs, immersive sims, and shooters. He began writing videogame news in 2007 for The Escapist and somehow managed to avoid getting fired until 2014, when he joined the storied ranks of PC Gamer. He covers all aspects of the industry, from new game announcements and patch notes to legal disputes, Twitch beefs, esports, and Henry Cavill. Lots of Henry Cavill.