I don’t know where we lost our way. It probably has its roots in the early days of social media where people started to yearn for clout and attention. This crowd of “git gud” and “you have to ‘earn’ it” gate-keeping basement dwellers who need strangers on the internet to validate their self-worth and individual accomplishments are ruining this game (and everything else, for that matter).
Video games should be about fun and stress relief. Not a second job or a means to show off to strangers. Please Bungie, stop listening to streamers and no-lifers and/or corporate a-holes who only care about further fattening their already fat pockets. Listen to the vast majority of us who play this game for fun and/or community.
At the end of the day, we just want to shoot aliens in the face with cool guns, wield powerful space magic, and horde the cool loot we have collected over the years in our various adventures across the Solar System. We don’t want to be vault managers, number chasers, or sweat lords. We want to have fun in the video game that we’ve come to love for well over a decade.
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Bungie, like most live-service devs, works off a pretty simple assumption: the longer you play, the better the odds you’ll buy something. If you’re in the game for hours at a time, you’re seeing Eververse ads constantly, you’re more invested in your character, and you’re more likely to rationalize dropping $10 or $20 on a skin, booster, or a level skip. The grind builds habit, and habits turn into money. The problem is that this logic only works up to a point. Industry research into free-to-play and live-service games shows that the real “sweet spot” for engagement is short, repeatable sessions — around 20 to 40 minutes per play, three to five times a week. That’s enough to keep people hooked and in the loop without overwhelming them. Fortnite and Genshin Impact have this nailed. Their grinds are time-gated and light, progression feels steady, and when people spend, it’s because they want the new skin or character — not because they’re exhausted. Destiny 2 is on the other side of that curve. The game often demands two or three hour sessions, several nights a week, just to keep up with seasonal levels, artifact power, and timed quests. That’s not fun engagement anymore — that’s fatigue. And instead of nudging players toward Eververse, it drives them away completely. Bungie is still designing like it’s 2017, where “hours played” was the holy metric, but in 2025 the reality is different. The grind doesn’t increase spending anymore, it just accelerates burnout.