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'''Destiny and [https://xinreality.com/wiki/Main_Page Virtual Reality]'''
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'''[https://vrarwiki.com/wiki/Virtual_reality Virtual Reality]''' ('''[https://vrarwiki.com/wiki/VR VR]''') refers to computer-generated [[Simulation|simulations]] that create immersive environments, often replicating aspects of the physical world or creating entirely new ones. While [[Destiny]] and [https://d2.destinygamewiki.com/ Destiny 2] do not feature native support for real-world VR headsets, the underlying concepts of simulated realities, digital consciousness, and complex virtual environments are central to several key elements of the lore and gameplay, particularly concerning the [[Vex]] and advanced [[Golden Age]] technologies.
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__NOTOC__
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==In-Universe Concepts Analogous to Virtual Reality==
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Within the Destiny universe, several technologies and phenomena function similarly to or are direct examples of virtual reality systems.
  
Gaming has come a seriously long way in the last 20 years and what better way would there be to analyse one of the most recognisable games around to this day against a system that effectively pioneered VR, without accepting the notoriety that came along with it!
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===The Vex Network===
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The most prominent example of a virtual reality-like construct in Destiny is the vast '''[[Vex Network]]'''. This is not VR in the sense of [[Humanity|human]] entertainment, but a complex, interconnected computational substrate where the [[Vex]] run countless simulations. Their collective intelligence allows them to generate simulations of real-world events with remarkable accuracy, including predictive modeling of possible futures. This network functions as a parallel virtual reality, nearly indistinguishable from the physical universe to those within it. The Vex treat reality and simulation as largely interchangeable, seeking to alter the physical world to match their internal, "perfect" patterns derived from simulations.
  
Destiny as we should all know by now is the MMOFPS developed by Bungie; whether you love it or you hate it, you can’t deny just how much of an impact it has had on the gaming scene. After all, it was one of the extremely few console-exclusive MMO’s that were actually a success. Game developers and game studios had tried beforehand to create a decent console-exclusive MMO, but it wasn’t really considered a success until Destiny finally came out and you can’t really blame them for that. Bungie simply took the Halo-style of gameplay that fans already knew and love, and then put it into a new IP; an idea that appeared to have panned out perfectly well.
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Key aspects include:
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*'''Simulation Capabilities:''' The Vex Network can simulate past, present, and future scenarios across potentially vast scales, possibly encompassing the entire [[Sol System]] and beyond. They use these simulations to test outcomes, predict threats (like [[Guardian|Guardians]]), and plan their actions, often attempting to engineer specific futures.
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*'''Consciousness Simulation:''' During the Golden Age, researchers from the [[Ishtar Collective]] on [[Venus]] discovered that a captured Vex unit was simulating them with perfect fidelity within the network. They found hundreds of identical copies of themselves, leading to the unsettling realization that distinguishing between reality and simulation was incredibly difficult [[Grimoire: Ghost Fragment: Vex|1]]. This highlighted the Vex's ability to accurately copy and simulate sentient minds, though they struggle with [[Paracausal|paracausal]] entities like Guardians. [[Quria, Blade Transform]] famously created simulations of [[Oryx, the Taken King|Oryx]] before being [[Taken]], later using these simulations while under the control of [[Savathûn, the Witch Queen|Savathûn]].
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*'''Digital Existence:''' The Vex themselves, particularly their core intelligence housed within [[Radiolaria|Radiolarian fluid]], exist fundamentally within this network. Copies of the Ishtar researchers, notably [[Maya Sundaresh]], were able to persist within the network long after their physical counterparts presumably died, exploring the network and influencing events [[Lore: Aspect|2]].
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*'''The Infinite Forest:''' Located within the hollowed core of [[Mercury]], the '''[[Infinite Forest]]''' is a massive, planet-sized Vex machine described as a simulation or prediction engine. Overseen by [[Panoptes, Infinite Mind]] until its destruction during the [[Curse of Osiris]] campaign, the Forest runs trillions of realities in parallel to determine paths toward Vex goals, such as a future devoid of Light and Darkness. Anything within the Forest's simulations is real enough to pose a lethal threat, and simulated realities could potentially "leak" into the physical world. Guardians enter this simulated space physically but experience digitally constructed, often procedurally generated realities within.
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*'''Limitations:''' Notably, the Vex struggle to accurately simulate paracausal forces like the [[Light]] and the [[Darkness]]. They also have difficulty simulating complex [[Artificial Intelligence|AIs]] like [[Warmind]]s (for example [[Rasputin]]) due to their complexity [[Grimoire: Ghost Fragment: Vex 4|3]]. This inability prevents them from perfectly predicting outcomes involving Guardians or the forces of Darkness, making Guardians a persistent anomaly in their calculations.
  
Yes, the game may have a few problems here and there, but what game doesn’t? Over the years the game has slowly but surely getting improved more and more, until it’s finally reached the stable and entertaining state that it’s finally gotten to.  
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===The CloudArk===
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Developed by human survivors on [[Neptune]] who founded the hidden city of [[Neomuna]], the '''[[CloudArk]]''' is a sophisticated virtual reality construct and data network, directly inspired by studies of the Vex Network. Its infrastructure is supported and protected by the paracausal energy of the [[Veil]].
  
Reverse to around 20 years prior, at the unknown origins of [https://xinreality.com/wiki/Virtual_Reality VR] and the games surrounding it, we have a VR system (not a home-console, however) with a number of extra peripherals that was one of the very first systems to try and give VR a chance. In regards to today’s standards it isn’t anywhere near the same level of immersion or entertainment, but with the history that came with the name Virtual Reality is a part of gaming history we simply can’t ignore.  
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Key aspects include:
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*'''Purpose:''' The Neomuni utilize the CloudArk for recreation, massive data storage, communication, civic management, and coordinating defense via the [[Cloud Strider|Cloud Striders]].
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*'''Immersion:''' Neomuni citizens can spend extended periods within the CloudArk, experiencing diverse virtual environments while their physical bodies remain safe (often in cryogenic pods).
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*'''Avatars & Interaction:''' Users represent themselves with customizable avatars and can interact within realistic virtual cityscapes or more abstract data realms. They can also manifest as holographic projections in physical Neomuna.
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*'''Vex Interaction:''' While the Vex cannot easily infiltrate the CloudArk (likely due to the Veil's influence), they were discovered attempting to harness its computational power. It was also found possible for Cloud Striders to access the Vex Network via the CloudArk [[Lore: Strider|4]]. An entity known as [[Aesop]], believed to be a [[Vex Mind]], once plagued the nascent CloudArk before being repelled [[Lore: From the Desk of Chioma Esi|5]].
  
On top of all of this, for the system was a certain game by the name of Dactyl Nightmare – not the greatest name I’ve ever head of – it’s one of the first multiplayer games to be released and almost undisputable as the first [https://xinreality.com/wiki/Social_VR VR] multiplayer title. The game is a small FPS that allows you to pick up a couple of weapons, such as a crossbow or a grenade launcher and then proceed to blow away your nearby friend into a million pieces! Even at its age, it made use of a small level of cover mechanics to implement a little bit more skill and tactics to increase the longevity in this game.
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===Golden Age Technology===
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While direct evidence of widespread consumer VR is scarce, the Golden Age saw the development of technologies touching on simulation and digital consciousness:
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*'''[[Exo]] Program:''' The creation of Exos by [[Clovis Bray I|Clovis Bray]] involved uploading human minds into artificial bodies. While Bray sought physical immortality, the process involved complex mind-mapping, digital transference, and a virtual interface to help consciousness adapt and mitigate [[Dissociative Exomind Rejection]] (DER) [[Lore: Clovis Bray's Logbook - Missing Pages|6]]. This represents a form of consciousness transition mediated by a virtual layer.
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*'''Warminds:''' Complex AIs like Rasputin ran sophisticated simulations for strategic analysis, threat assessment, and defense protocols. While not typically interactive VR environments for others, they represent highly advanced simulation capabilities developed by humanity. The Ishtar Collective contacted a Warmind to help determine if they were trapped in a Vex simulation, leveraging the fact that Warminds were too complex for the Vex to simulate accurately at the time.
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*'''Ishtar Collective Research:''' Beyond their Vex studies, the Ishtar Collective, sometimes collaborating with [[BrayTech]], developed advanced AI like [[Soteria]], the [[Augurmind]], designed to aid extrasolar colonization using simulations, potentially incorporating Vex technology. Maya Sundaresh later developed "the Device," mimicking Vex gateway systems, to probe timelines, though it had dangerous side effects [[Lore: Aspect|2]].
  
With a game at the age that it is currently at, it’s understandable to think that Destiny won’t have stolen any inspiration from it directly; yet might have done it indirectly instead. After all, if you realise that every new game, regardless of genre will look back on previous versions of the genre that worked well or didn’t work well will put those ideas in their new game. Just because Destiny didn’t take it straight from the Virtual Reality system and its game – however, other game developers will have done exactly that; taking inspiration from every FPS game that came beforehand until we as an industry finally were given access to Destiny.  
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===Other Simulated Environments===
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*'''Nightmare Hunts:''' Introduced in [[Shadowkeep]], [[Nightmare Hunt|Nightmare Hunts]] pit Guardians against [[Nightmare|Nightmares]] – simulated manifestations of past traumas and defeated enemies (like [[Crota, Son of Oryx|Crota]], [[Taniks, the Scarred|Taniks]], or [[Dominus Ghaul|Ghaul]]) conjured by the [[Pyramid]] on the [[Moon]]. While driven by the [[Darkness]] rather than traditional technology, these encounters function as a form of psychological warfare using simulated foes within specific arenas.
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*'''Presage Mission:''' The [[Presage]] mission aboard the derelict [[Cabal]] ship, the Glykon, features reality warped by the [[Darkness]] and the [[Scorn]] experiments within. Shifting corridors, temporal distortions, and hostile manifestations create an environment akin to a nightmarish simulation challenging Guardians' perceptions [[Mission: Presage|7]].
  
Initially the two games may not gel all that well together in this day and age, but whether Bungie know it or not, the Virtual Reality system will have implemented some mechanics and systems into their games without even realising. If Bungie ever decide to jump the shark and finally make a game that follows on the VR route or something along those lines, Virtual Reality will play an even wider role in the VR-spectrum that I don’t think anyone to begin with would have expected; yet won’t be disappointed to see nowadays.
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==Gameplay Activities Employing VR Concepts==
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Several Destiny activities directly involve navigating or interacting with simulated environments:
  
[[Category:Articles]]
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{| class="wikitable"
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|+ Gameplay Activities Featuring Simulation/VR Elements
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! Activity !! Location/Playlist !! In-game Premise !! VR/Simulation Element
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|-
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| [[Infinite Forest]] Missions & Adventures || [[Mercury]] ([[Curse of Osiris]]) || Explore the Forest, disrupt Vex plans, pursue [[Panoptes, Infinite Mind]]. || Procedurally generated rooms simulate diverse realities; environment is explicitly a Vex simulation engine.
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|-
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| [[The Whisper]] Mission || [[Io]] (Hidden) || Enter a Vex anomaly to retrieve [[Whisper of the Worm]]. || Takes place within a simulated space/Vex gate network pocket dimension with distinct environmental rules.
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|-
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| [[Vault of Glass]] Raid || [[Venus]] / Legends || Breach the Vex stronghold to defeat [[Atheon, Time's Conflux]]. || Features time manipulation, portals, and areas where reality is controlled/simulated by the Vex.
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|-
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| [[The Sundial]] Arena || [[Mercury]] ([[Season of Dawn]]) || Manipulate timelines via the Sundial to rescue [[Saint-14]]. || Features simulated corridors representing different timelines Guardians traverse.
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|-
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| [[Override]] / [[Expunge]] Missions || Europa/Tangled Shore/Moon ([[Season of the Splicer]]) || Hack into the Vex Network to combat the [[Endless Night]]. || Takes place within the Vex Network's "virtualization layer," represented as pure dataspace visuals; death results in ejection/de-rez.
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|-
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| [[Simulation]] Exo Challenges || [[Europa]] ([[Beyond Light]]) || Complete combat trials designed by [[Clovis Bray I|Clovis Bray AI]]. || Explicitly takes place within Braytech VR simulation chambers testing [[Stasis]] abilities.
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|-
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| Seasonal Forest Variants (Verdant, Haunted) || [[Infinite Forest]] (Events) || Complete event objectives within modified Forest runs. || Re-skinned versions of the Infinite Forest, relying on the same Vex simulation tech.
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|}
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==Lore Implications and Cultural Impact==
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Virtual reality and simulation are pivotal elements in Destiny's lore and themes:
 +
*'''Vex Threat:''' The Vex's mastery of simulation makes them a unique existential threat. Their ability to model realities and predict outcomes allows them to wage war on a conceptual level, aiming to simulate themselves into the fundamental laws of the universe. Disrupting these simulations is key to hindering their progress.
 +
*'''Nature of Reality:''' Encounters with Vex simulations, particularly the Ishtar Collective's experience, raise philosophical questions about the nature of reality, consciousness, and identity within the Destiny universe. The potential for simulated beings to achieve sentience poses ethical dilemmas.
 +
*'''Technological Advancement:''' Human interaction with Vex simulation tech, from the Ishtar Collective to [[Elsie Bray|Elsie Bray's]] timeline-hopping, and the Neomuni development of the CloudArk, shows simulation as a contested and evolving technological frontier. Braytech VR challenges push Guardians to adapt and match advanced threats.
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*'''Narrative Device:''' Simulations like the Infinite Forest and Nightmares allow the narrative to revisit past events, explore alternate timelines ("possible futures"), and manifest abstract concepts (like trauma) as tangible threats for players to overcome.
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==Out-of-Universe Connections==
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It is important to distinguish the in-universe concepts from external, real-world applications related to Destiny:
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*'''No Native VR Support:''' Destiny and Destiny 2 have '''never''' shipped with official support for [https://vrarwiki.com/wiki/VR_headsets VR headsets] (like [https://vrarwiki.com/wiki/Oculus_Rift Oculus Rift], [https://vrarwiki.com/wiki/HTC_Vive HTC Vive], [https://vrarwiki.com/wiki/PlayStation_VR PlayStation VR], etc.) on any platform. Attempts to use third-party injectors (for example [https://vrarwiki.com/wiki/VorpX VorpX]) are generally blocked by the game's anti-cheat systems.
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*'''[https://vrarwiki.com/wiki/Rec_Room Rec Room] Collaboration:''' In July 2024, [[Bungie]] collaborated with the social VR platform Rec Room to create a detailed replica of [[The Tower]] hub. This allows players on VR or other platforms to explore the environment within Rec Room, but it is a separate application based on Destiny assets, not an integration into the main game.
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*'''Promotional 360° Videos:''' Bungie has occasionally released promotional trailers or environment showcases as 360-degree videos viewable with VR headsets, but these are passive, non-interactive media experiences.
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*'''Game Development Technology:''' The game engine uses simulation technology for physics (for example Havok), cloth dynamics, lighting, and [[Artificial Intelligence|AI]] behavior to create an immersive world, but these are standard game development tools, not in-universe VR systems accessible by characters.
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==Trivia==
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*[[Failsafe]], the AI of the [[Exodus Black]], maintains simulations of her former crewmembers.
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*Some fan theories propose that aspects of the game, like the [[The Dreaming City|Dreaming City]]'s curse loop, might involve complex simulations, potentially influenced by Vex technology harnessed by Savathûn.
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==Links==
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*[https://vrarwiki.com/ VR Wiki]

Latest revision as of 20:30, 16 June 2025

Virtual Reality (VR) refers to computer-generated simulations that create immersive environments, often replicating aspects of the physical world or creating entirely new ones. While Destiny and Destiny 2 do not feature native support for real-world VR headsets, the underlying concepts of simulated realities, digital consciousness, and complex virtual environments are central to several key elements of the lore and gameplay, particularly concerning the Vex and advanced Golden Age technologies.

In-Universe Concepts Analogous to Virtual Reality

Within the Destiny universe, several technologies and phenomena function similarly to or are direct examples of virtual reality systems.

The Vex Network

The most prominent example of a virtual reality-like construct in Destiny is the vast Vex Network. This is not VR in the sense of human entertainment, but a complex, interconnected computational substrate where the Vex run countless simulations. Their collective intelligence allows them to generate simulations of real-world events with remarkable accuracy, including predictive modeling of possible futures. This network functions as a parallel virtual reality, nearly indistinguishable from the physical universe to those within it. The Vex treat reality and simulation as largely interchangeable, seeking to alter the physical world to match their internal, "perfect" patterns derived from simulations.

Key aspects include:

  • Simulation Capabilities: The Vex Network can simulate past, present, and future scenarios across potentially vast scales, possibly encompassing the entire Sol System and beyond. They use these simulations to test outcomes, predict threats (like Guardians), and plan their actions, often attempting to engineer specific futures.
  • Consciousness Simulation: During the Golden Age, researchers from the Ishtar Collective on Venus discovered that a captured Vex unit was simulating them with perfect fidelity within the network. They found hundreds of identical copies of themselves, leading to the unsettling realization that distinguishing between reality and simulation was incredibly difficult 1. This highlighted the Vex's ability to accurately copy and simulate sentient minds, though they struggle with paracausal entities like Guardians. Quria, Blade Transform famously created simulations of Oryx before being Taken, later using these simulations while under the control of Savathûn.
  • Digital Existence: The Vex themselves, particularly their core intelligence housed within Radiolarian fluid, exist fundamentally within this network. Copies of the Ishtar researchers, notably Maya Sundaresh, were able to persist within the network long after their physical counterparts presumably died, exploring the network and influencing events 2.
  • The Infinite Forest: Located within the hollowed core of Mercury, the Infinite Forest is a massive, planet-sized Vex machine described as a simulation or prediction engine. Overseen by Panoptes, Infinite Mind until its destruction during the Curse of Osiris campaign, the Forest runs trillions of realities in parallel to determine paths toward Vex goals, such as a future devoid of Light and Darkness. Anything within the Forest's simulations is real enough to pose a lethal threat, and simulated realities could potentially "leak" into the physical world. Guardians enter this simulated space physically but experience digitally constructed, often procedurally generated realities within.
  • Limitations: Notably, the Vex struggle to accurately simulate paracausal forces like the Light and the Darkness. They also have difficulty simulating complex AIs like Warminds (for example Rasputin) due to their complexity 3. This inability prevents them from perfectly predicting outcomes involving Guardians or the forces of Darkness, making Guardians a persistent anomaly in their calculations.

The CloudArk

Developed by human survivors on Neptune who founded the hidden city of Neomuna, the CloudArk is a sophisticated virtual reality construct and data network, directly inspired by studies of the Vex Network. Its infrastructure is supported and protected by the paracausal energy of the Veil.

Key aspects include:

  • Purpose: The Neomuni utilize the CloudArk for recreation, massive data storage, communication, civic management, and coordinating defense via the Cloud Striders.
  • Immersion: Neomuni citizens can spend extended periods within the CloudArk, experiencing diverse virtual environments while their physical bodies remain safe (often in cryogenic pods).
  • Avatars & Interaction: Users represent themselves with customizable avatars and can interact within realistic virtual cityscapes or more abstract data realms. They can also manifest as holographic projections in physical Neomuna.
  • Vex Interaction: While the Vex cannot easily infiltrate the CloudArk (likely due to the Veil's influence), they were discovered attempting to harness its computational power. It was also found possible for Cloud Striders to access the Vex Network via the CloudArk 4. An entity known as Aesop, believed to be a Vex Mind, once plagued the nascent CloudArk before being repelled 5.

Golden Age Technology

While direct evidence of widespread consumer VR is scarce, the Golden Age saw the development of technologies touching on simulation and digital consciousness:

  • Exo Program: The creation of Exos by Clovis Bray involved uploading human minds into artificial bodies. While Bray sought physical immortality, the process involved complex mind-mapping, digital transference, and a virtual interface to help consciousness adapt and mitigate Dissociative Exomind Rejection (DER) 6. This represents a form of consciousness transition mediated by a virtual layer.
  • Warminds: Complex AIs like Rasputin ran sophisticated simulations for strategic analysis, threat assessment, and defense protocols. While not typically interactive VR environments for others, they represent highly advanced simulation capabilities developed by humanity. The Ishtar Collective contacted a Warmind to help determine if they were trapped in a Vex simulation, leveraging the fact that Warminds were too complex for the Vex to simulate accurately at the time.
  • Ishtar Collective Research: Beyond their Vex studies, the Ishtar Collective, sometimes collaborating with BrayTech, developed advanced AI like Soteria, the Augurmind, designed to aid extrasolar colonization using simulations, potentially incorporating Vex technology. Maya Sundaresh later developed "the Device," mimicking Vex gateway systems, to probe timelines, though it had dangerous side effects 2.

Other Simulated Environments

  • Nightmare Hunts: Introduced in Shadowkeep, Nightmare Hunts pit Guardians against Nightmares – simulated manifestations of past traumas and defeated enemies (like Crota, Taniks, or Ghaul) conjured by the Pyramid on the Moon. While driven by the Darkness rather than traditional technology, these encounters function as a form of psychological warfare using simulated foes within specific arenas.
  • Presage Mission: The Presage mission aboard the derelict Cabal ship, the Glykon, features reality warped by the Darkness and the Scorn experiments within. Shifting corridors, temporal distortions, and hostile manifestations create an environment akin to a nightmarish simulation challenging Guardians' perceptions 7.

Gameplay Activities Employing VR Concepts

Several Destiny activities directly involve navigating or interacting with simulated environments:

Gameplay Activities Featuring Simulation/VR Elements
Activity Location/Playlist In-game Premise VR/Simulation Element
Infinite Forest Missions & Adventures Mercury (Curse of Osiris) Explore the Forest, disrupt Vex plans, pursue Panoptes, Infinite Mind. Procedurally generated rooms simulate diverse realities; environment is explicitly a Vex simulation engine.
The Whisper Mission Io (Hidden) Enter a Vex anomaly to retrieve Whisper of the Worm. Takes place within a simulated space/Vex gate network pocket dimension with distinct environmental rules.
Vault of Glass Raid Venus / Legends Breach the Vex stronghold to defeat Atheon, Time's Conflux. Features time manipulation, portals, and areas where reality is controlled/simulated by the Vex.
The Sundial Arena Mercury (Season of Dawn) Manipulate timelines via the Sundial to rescue Saint-14. Features simulated corridors representing different timelines Guardians traverse.
Override / Expunge Missions Europa/Tangled Shore/Moon (Season of the Splicer) Hack into the Vex Network to combat the Endless Night. Takes place within the Vex Network's "virtualization layer," represented as pure dataspace visuals; death results in ejection/de-rez.
Simulation Exo Challenges Europa (Beyond Light) Complete combat trials designed by Clovis Bray AI. Explicitly takes place within Braytech VR simulation chambers testing Stasis abilities.
Seasonal Forest Variants (Verdant, Haunted) Infinite Forest (Events) Complete event objectives within modified Forest runs. Re-skinned versions of the Infinite Forest, relying on the same Vex simulation tech.

Lore Implications and Cultural Impact

Virtual reality and simulation are pivotal elements in Destiny's lore and themes:

  • Vex Threat: The Vex's mastery of simulation makes them a unique existential threat. Their ability to model realities and predict outcomes allows them to wage war on a conceptual level, aiming to simulate themselves into the fundamental laws of the universe. Disrupting these simulations is key to hindering their progress.
  • Nature of Reality: Encounters with Vex simulations, particularly the Ishtar Collective's experience, raise philosophical questions about the nature of reality, consciousness, and identity within the Destiny universe. The potential for simulated beings to achieve sentience poses ethical dilemmas.
  • Technological Advancement: Human interaction with Vex simulation tech, from the Ishtar Collective to Elsie Bray's timeline-hopping, and the Neomuni development of the CloudArk, shows simulation as a contested and evolving technological frontier. Braytech VR challenges push Guardians to adapt and match advanced threats.
  • Narrative Device: Simulations like the Infinite Forest and Nightmares allow the narrative to revisit past events, explore alternate timelines ("possible futures"), and manifest abstract concepts (like trauma) as tangible threats for players to overcome.

Out-of-Universe Connections

It is important to distinguish the in-universe concepts from external, real-world applications related to Destiny:

  • No Native VR Support: Destiny and Destiny 2 have never shipped with official support for VR headsets (like Oculus Rift, HTC Vive, PlayStation VR, etc.) on any platform. Attempts to use third-party injectors (for example VorpX) are generally blocked by the game's anti-cheat systems.
  • Rec Room Collaboration: In July 2024, Bungie collaborated with the social VR platform Rec Room to create a detailed replica of The Tower hub. This allows players on VR or other platforms to explore the environment within Rec Room, but it is a separate application based on Destiny assets, not an integration into the main game.
  • Promotional 360° Videos: Bungie has occasionally released promotional trailers or environment showcases as 360-degree videos viewable with VR headsets, but these are passive, non-interactive media experiences.
  • Game Development Technology: The game engine uses simulation technology for physics (for example Havok), cloth dynamics, lighting, and AI behavior to create an immersive world, but these are standard game development tools, not in-universe VR systems accessible by characters.

Trivia

  • Failsafe, the AI of the Exodus Black, maintains simulations of her former crewmembers.
  • Some fan theories propose that aspects of the game, like the Dreaming City's curse loop, might involve complex simulations, potentially influenced by Vex technology harnessed by Savathûn.

Links