Triple. A. Title.
Edit #1- Wow I got a ton of feedback from posting this. Glad to see there are so many guardians out there still voicing their opinions. Also, on a side note, I just want to make it clear that I did not create this video.
Lets hope threads like this may change Bungie's strategies for story telling in the future. Although the concept of the Grimoire is a great ADDITION to a story, and unclear narratives can sometimes lead to community driven story telling, I cannot help but feel that the lack of a cohesive story in Destiny is a result of poor planning, budget cuts, or laziness on Bungie's side.
Thanks again for the feedback guardians, keep it coming, and keep your light safe.
Edit #2- Broke 900, soon to be 1000! Lets keep the conversation rolling. Also I would like to address one point.
This video does indeed use information presented in the Grimoire cards. However, the praise I am giving is directed at the way this narrative is PRESENTED by the creator of the video. I feel that the way this information was organized in the video is much more effective than any way it was presented by Bungie themselves. Time and effort was put into the creation of this video to make sure the player understood lore, actual events in game, as well as symbology related to the story that is told. This, in my opinion, seems like a much more caring way to present a narrative.
-
Edited by DC_Rich: 2/5/2015 11:34:18 PMOk, wow. That was awesome! The createor(s) of this video certainly prove that Bungie has no idea what they are doing when it comes to story telling, and need to be taken to task for their failures. Like I always say, the gameplay is fantastic, but everything else is garbage in Destiny. I still play it because it has imho, the best gun-play of any FPS. It just feels perfect. We were promised an amazing game with a deep story, but we were instead given a mediocre experience rampant with repetition and no narrative. Stories like this should have been part of the game, and not stashed away in a Grimoire that was inaccessible in the game itself. The lead designer is nothing short of lazy; riding the waves of a "successful" game, with little to no care to actually fix what is broken.