I'm back with another Dear Bungie, this time let's address one of the biggest elephants in the room: The New Light Experience. Unlike my 2 other Radical Solutions, this one is massive and attempts to be as respectful of Dev resources as I possibly could think of while also giving a grand slam first impression of the world of Destiny. Below would require some refactoring of the old New Light Experience as well as some other systems, so please keep that in mind when reading.
My previous Radical Solutions can be found here:
- [url=https://www.bungie.net/en/Forums/Post/264987532?sort=0&page=0]A Radical Solution to Currencies[/url]
- [url=https://www.bungie.net/en/Forums/Post/264983250?sort=0&page=0]A Radical Solution to the Power Grind[/url]
Let's get started!
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[b]Overview and Intent[/b]
The current New Light Experience serves as Destiny 2’s introduction to one of the most expansive universes in gaming - yet its delivery struggles to convey why this world matters and why the Guardian’s journey is meaningful.
This proposal outlines a complete reimagining of the New Light Experience as a narrative-driven, mechanically structured onboarding campaign, designed to teach through story and create emotional investment from the very first moments of play.
The design philosophy is simple:
[quote][i]Show the player what it means to be a Guardian before telling them what it means to grind.[/i][/quote]
The goal is to craft an experience that is:
- Cohesive and cinematic, feeling like a true Destiny campaign.
- Educational through immersion, introducing core mechanics naturally.
- Emotionally resonant, inspiring curiosity and heroism from the start.
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[b][i]Main Quest 1: A Guardian Arises[/i][/b]
[b]Opening: The Choice of Light[/b]
Upon starting the game, players are immediately asked to select one subclass - Void, Arc, or Solar - to define their Guardian’s initial identity. Only that subclass is unlocked, with others introduced later through story progression.
[quote][i][b]Developer Note:[/b] This reinforces player identity early while keeping subclass complexity manageable. It allows for later “milestone unlock” moments that mirror growth and mastery.[/i][/quote]
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[b]Act I - The Awakening[/b]
We begin outside the Cosmodrome wall, as the Ghost resurrects our Guardian and guides them through the familiar first steps: finding the Khvostov, fighting through the Breach, and escaping a Fallen Walker before discovering a derelict ship in Dock 13.
Ghost notes the ship is missing vital components - just as a distress signal cuts through the static: Shaw Han requesting aid.
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[b]Act II - The Rescue and the Fallen[/b]
Deep beneath the Steppes, the Guardian discovers Shaw held captive by a Fallen squad. After a pitched firefight, Shaw is rescued, thanking us for our bravery.
He recognizes we’re a New Light and offers to help us reach the Last City if we help him out. Shaw explains that Fallen activity near Skywatch has been unusually high and that his fireteam went missing while investigating and with the Fallen being scavengers there is most likely a Fallen cache of supplies.
We agree to assist, setting off toward Skywatch together.
[quote][i][b]Developer Note:[/b] This moment gives the player their first heroic agency. They save an established Guardian, which builds emotional momentum and establishes trust in the Destiny world.[/i][/quote]
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[b]Act III - The Hive Below[/b]
At Skywatch, the player encounters Fallen fortifications and learns that the area’s defenses were built to contain something, not keep intruders out.
Shaw sends the Guardian deeper into the Lunar Complex to cut power to a locked barrier - revealing the Hive, unseen on Earth for centuries. The tone shifts to tension and discovery. Shaw realizes his fireteam might be in grave danger.
After defeating waves of Hive enemies, the Guardian confronts Navota, the Hive Wizard responsible for Shaw’s fireteam’s demise. After a challenging fight, Navota falls, leaving behind the remains of Shaw’s team and the parts needed for the ship.
Shaw thanks the Guardian for their bravery and offers a unique Legendary Sparrow - Maeve’s - in remembrance of his fallen comrade.
[quote][i][b]Developer Note:[/b] This sequence introduces the first two enemy factions (Fallen and Hive), teaches environmental storytelling, and gives the player a tangible emotional victory.[/i][/quote]
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[b]Act IV - Transition: Toward the EDZ[/b]
Returning to Dock 13, Ghost expresses concern that the scavenged ship parts won’t hold up for the full flight to the Tower. Instead, he suggests heading for a nearby signal - the European Dead Zone (EDZ) - where more reliable parts might be found.
Upon arrival near Trostland, the Guardian is greeted by Devrim Kay, who mistakes them for a reinforcement fireteam. After a brief exchange, Ghost clarifies that we’re just trying to repair our ship. Devrim welcomes us nonetheless and offers a spot of tea at his church, warning that Cabal have begun to fortify Firebase Hades nearby and is most likely the spot to find the ship parts they'd need.
[quote][i][b]Developer Note:[/b] The EDZ transition expands the player’s world scope naturally, while Devrim’s warmth humanizes the journey and shows the civilian cost of the ongoing war.[/i][/quote]
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[b]Act V - Firebase Hades[/b]
Using their new Sparrow, the Guardian rides through the countryside toward Firebase Hades, showcasing Destiny’s world scale and beauty.
Upon arrival, they find the base sealed by a barrier powered by a strange device - inside it, a captured Vex Harpy. Devrim explains the Cabal are experimenting on the Vex to merge their technologies. When Ghost attempts to disable the power, alarms blare and an onslaught defense sequence begins: waves of Cabal pour in, culminating in a powerful mini-boss.
The Guardian defeats the commander, disables the power, which in turn releases the captured Harpy who vanishes into a Vex portal - ominously unresolved.
[quote][i][b]Developer Note:[/b] This set piece introduces the Cabal as a militaristic force and foreshadows the Vex threat. The Onslaught mechanic doubles as a combat tutorial and power fantasy moment.[/i][/quote]
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[b]Act VI - The Harpy’s Return[/b]
After infiltrating the base for supplies, Ghost detects static interference and urges caution. Explosions echo through Legion’s Anchor as Vex portals begin materializing. A new boss level Harpy appears - enormous, dwarfing the Guardian’s ship - in the open area of Legion's Anchor as a desperate fight for survival begins.
Just as defeat seems certain from a detainment field, a strike team arrives: Iron Lord Saladin, Eido of House Light, and two Psion Flayers. They repel the Harpy and free the Guardian from detainment.
Eido heals the Guardian and Saladin commends their valor, hinting at their potential to become an Iron Lord someday.
[quote][i][b]Developer Note:[/b] This climactic rescue introduces all major Destiny factions through allies and enemies alike. It establishes interspecies cooperation, preparing New Lights for the diverse Tower they’ll soon encounter.[/i][/quote]
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[b]Act VII - Arrival at the Tower[/b]
With the Iron Lord’s team’s help, the Guardian repairs the ship and finally journeys to the Last Safe City.
[quote][i][b]Developer Note:[/b] The first quest closes with the player emotionally and mechanically prepared for Destiny’s social hub. They’ve met core factions, learned traversal, and experienced escalating power fantasy culminating in rescue and recognition.[/i][/quote]
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[b]End of Main Quest 1: “A Guardian Arises.”[/b]
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Edited by Senor Crouch: 10/17/2025 7:24:23 PM--- [b][i]Main Quest 2: A Guardian Is Born[/i][/b] [b]Quest Summary:[/b] After proving their bravery in “A Guardian Arises,” the New Light arrives at the Tower and begins the structured progression toward mastery. “A Guardian Is Born” is composed of modular sub-quests, allowing players to explore mechanics at their own pace before culminating in a final narrative beat on the Moon. [quote][i][b]Design Philosophy:[/b] Modular onboarding on previous locations reduces dev overhead while giving players agency in how they learn.[/i][/quote] --- [b]Objective 1: Modular Sub-Quests[/b] Players can complete the following sub-quests in any order: [i][u]1. The Pilgrimage (Subclass Mastery)[/u][/i] - Unlocks the Moon & unlocks the remaining Light Subclasses - This side-quest has three parts: --- [i]Part 1:[/i] Unlocking your selected subclass - Patrol Cosmodrome for Paracausal Chests that contain the Aspects and Fragments for the chosen subclass --- [i]Part 2:[/i] Unlocking your second subclass - Head to the EDZ's Shard of the Traveller to unlock the second subclass then patrol for Paracausal Chests --- [i]Part 3:[/i] Unlocking your final Light subclass - Head to the Moon's World’s Grave (Wizards’ Shard) to unlock this subclass then patrol for Paracausal Chests - Community Engagement: Most if not all Aspects/Fragments Paracasual Chests should be in public zones so other players can assist or guide. [i][u]2. Ready, Aim, Fire (Weapons Systems)[/u][/i] - Unlocks Nessus & unlocks Weapon Mods to randomly drop from any source of loot - Work with Banshee-44 to scavenge Golden Age tech on Nessus to upgrade your Khvostov. - Complete fetch quests to acquire Perk set caches representing Columns 1–4 and Origin Trait for the Khvostov. - Learn basic PvE/PvP rolls from these Perk set caches and the weapon mod systems through hands-on application. - Culminates in unlocking a curated Khvostov with double perks in columns 3 and 4 (PvE combo & PvP combo), plus a Weapon Mod. --- [i][u]3. Suit Up, Guardian (Armor Systems)[/u][/i] - Unlocks the Dreaming City & unlocks Armor Mods to randomly drop from any source of loot - Partner with Ada-1 to head to the Dreaming City to collect rare threads to craft experimental armor. - Teaches set bonuses and encourages players to experiment with the armor system. - Rewards the Guardian with a complete introductory armor set and at least 1 Armor Mod for each armor piece. --- [i][u]4. Advanced Training (Currencies & Progression)[/u][/i] - Unlocks Loadout Slots - Pair with Eido to learn about infusion, transmogrification, and in-game currencies. - Includes scavenger-style mini-objectives by completing Lost Sectors: --- 8 pieces of Infusion fodder --- 5 Synthweave templates --- 5 main currencies (Glimmer, Enhancement Cores, Strange Coins, Bright Dust, Silver) - this based off my previous Dear Bungie on currencies. - Introduces progression systems in-context rather than through abstract menus. [quote][i][b]Developer Note:[/b] This modular structure balances depth and resource constraints. Players can experience the game systems at their own pace, while development overhead remains manageable.[/i][/quote] --- [b]Objective 2: Distress Signal on the Moon (Finale)[/b] - Upon completing the modular onboarding, a distress beacon leads the Guardian to Sorrow’s Harbor on the Moon. - The Guardian heads towards the Lunar Battlegrounds and finds the beacon's source coming from a cave. The Guardian encounters a Guardian NPC trapped in a detainment field, echoing the previous EDZ Harpy encounter. - Upon getting close, the boss Harpy from the EDZ reappears and kicks off an epic final boss fight! - The Harpy rematch serves as the climactic finale: the New Light now has all tools, knowledge, and experience to succeed. - Upon defeating the boss and saving the trapped Guardian, the NPC expresses gratitude, closing the narrative loop: > “Thank you! I hope to one day be like you: a Guardian.” [quote][i][b]Developer Note:[/b] This finale ties the modular tutorial side-quests together into a satisfying narrative payoff, reinforcing skill acquisition, story investment, and the emotional weight of the player’s journey.[/i][/quote] --- [b]Outcome[/b] By the conclusion of “A Guardian Is Born”: - Players have explored subclass systems, weapons, armor, and currencies in a modular and digestible format. - They complete a high-stakes Moon mission, cementing their skills and narrative growth. - The experience is scalable for development, using existing assets and minimal scripted events while still feeling cinematic and epic. From here the experience can lead to a current story on-boarding quest, no matter where the story is. Additionally, since the New Light Experience ends on the moon, this would act as a good segway into the Shadowkeep Campaign, which even begins at the Lunar Battlegrounds.