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Destiny

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3/10/2016 8:40:30 PM
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Why Destiny's Story Failed

I saw another post about why somebody thought Destiny's story failed but here's my input. I thought the problem was that Bungie tried jamming too many enemies and stories into one super story. Instead of focusing on one enemy, one goal with many significant steps, Bungie focused on many enemies with many weak goals with many insignificant steps. Nothing correlated with each other. Every enemy felt weak and just an obstacle rather than being the force we were trying to defeat. At the end of a level, nothing had changed. The enemy was no greater a threat. The enemy was still nothing more than an obstacle between point A and B instead of being the reason we were reaching for point B. Because they attempted to incorporate so many different enemies and stories, they failed to put a lot quality and detail into one primary threat and goal. This is why TTK was such a hit. One huge bad MF who threatens the universe? Our mission was clear and so was the threat/story. One enemy and one story allowed Bungie to focus on and put effort into one area of focus. Don't get me wrong, Destiny's universe is beautiful and filled with promise. Aliens, fantasy and space magic? What's not to love? But until Bungie can incorporate all these enemies into one strong story instead of many weak stories, Destiny will continue to fail. The recycled levels and seemingly pointless adventures is a whole other story.
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  • Story is there just implemented very poorly, however has given me some late night reading material and as the franchise progresses I hope the implementation improves. Gamewise I really enjoy the game however I feel the mobs are too weak and small especially in story missions and patrol areas (would expect invading alien forces to be vast almost horde like) and now that the new light system is in play our actual character levels seem irrelevant and could probably be removed entirely, traditionally a character level in rpgs awarded a perk/skill and/or stat point/s to be allocated, and although the subclass perk trees are fun and unique they offer very little customisation and player diversity, again something I hope can be built upon in future installments.

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