From Dev Notes
ARRIVAL marks the end of Season 1 of LIGHT. I talk more about the season ending on the next page, and instead want to focus on how ARRIVAL was created.
I wanted to create a Strike for the players to use at the end of the season. This would bring together a lot of the things that had been developed for LIGHT in a complete package. Importantly, it would also give you all something to do in the time between seasons, to fill that void. In order to do that, I had to make it compelling.
The goal of this Strike was twofold. First, I wanted to preview what was coming up in future seasons and generally for LIGHT. A new enemy type is fought, and a larger threat becomes known. This coordinated effort to destroy humanity is going to be the running theme in next season, and holding back the tide of darkness will be the Beacon’s job.
The second goal was to provide a Strike that could be used multiple times, again to help fill the gap in time between seasons. And so I developed ARRIVAL to have large elements of exploration and discovery. I didn’t want to give it all away in one big Strike, but instead give it in pieces. This is obviously largely borrowed from how Bungie has been doing a lot of storytelling in Destiny as of late.
I was excited to put the design work in FUEL to use with this Strike, and I hope you all enjoy it! I’m most curious to hear how folks interpret the tests that are put in front of the Beacons by the pyramid.