According to community manager David “DeeJ” Dague. Today, Halo’ games Destiny has millions of active unique players per month, which Bungie keeps entertained via steady online updates and sprawling seasonal events.Bungie stepped away from Halo’ games  and its publisher, Microsoft, in 2007, in order to push forward in the industry rather than be tied to a franchise that had found success at the start of the century,

Players naturally began racing their floating speedsters around Destiny‘s worlds, so Bungie took the hint and added races to the game itself.  Dague says. Bungie developers wanted to create aHalo’ games they could consistently update,  “This has been the dream state that Bungie has envisioned for themselves for a long time,” and they wanted to be able to respond to players’ desires in real time. Sparrow racing is a good example of this adaptability:

 This ensures that a steady stream of cash flows into Bungie and publisher Activision throughout the year. This is another benefit of building an online game: Rise of Iron is the latest expansion for Destiny, landing on Xbox One and PlayStationHalo’ games  4 this past September. for example, costs $30, and that’s on top of the base game plus its three previous expansions. Bungie not only gets to release a constant stream of new content but also charge players for every expansion. Rise of Iron,

Dague didn’t comment on a potential 4K version of Destiny,Halo’ games  though upgrading for these platforms would make sense for a franchise that’s all about taking advantage of the latest and greatest console gaming specs.The definition of a modern gaming console is changing as rapidly as Destiny itself: a 4K-capable console, and Microsoft is poisedHalo’ games  to drop its own beefed-up version of the Xbox One, codenamed Project Scorpio, next year.  Sony just launched the PS4 Pro,

Destiny evolves with players and with the industry, giving Bungie ample opportunity to constantly improve the experience. Destiny is a livingHalo’ games It’s a far cry from a series like Halo, which still conforms to a traditional release model the same one Bungie used when it created the franchise in 2001