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Destiny

Discuss all things Destiny.
Edited by supergello: 10/1/2014 6:02:03 PM
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The future of Destiny's story lies in its past

Mystery is the impetus of adventure; it's what lures us to explore and interact with open-world games in a way that feels satisfying and worthwhile. What is this place? What will I find here? Who will I meet? What can I get? What can I achieve? Destiny embodies all of these questions--it understands the power of this motivation--but what it forgets is that, in a medium focused around interactivity, discovering answers is just as paramount as pondering questions.With this in mind, let's hone in on Destiny's story, a narrative that seems to have undergone large amounts of conceptual turmoil and wants to rely on its unanswered questions as a means of illusory substance; let's think about what can be done to fix this. First things first, Destiny's setting feels dead. Exploring the various landscapes in the game is a procedure in combing through post-apocalyptic wastes--a manner of exploration that gamers are very accustomed to given the modern popularity of the apocalypse across all forms of media. What we aren't accustomed to, however, is the lack of a narrative context to define these butchered cities and tattered lands. Games like System Shock 2 taught us that corpses can (and should) tell stories, and games like Fallout expanded on how those stories of the past can inform and shape the stories of the present in a fictional universe, so when we come across a game like destiny--a veritable narrative desert as barren as its planets-- the experience can be quite jarring and it ultimately boils down to a series of unsatisfying, unanswerable questions. How did we lose so much territory? Why is the traveler fragmented? How does he continue to protect the city? How did the vanguards achieve their status and why do they have so much legendary gear that they're shelling it out to any random Joe? Despite the advertisements, you are not the legend in Destiny; the legend is all around you ambling in the shadows of the untold. The silver-lining in all of this however, is that all of the events leading up to Destiny are a creative goldmine. In a universe that has already ruled that time can be neglected, why not set the game's narrative sights on the past? If the vex can breakthrough time, then why not let our guardians happen upon a means of traversing it and go back to an era where the legends are truly being forged? It would be a solution that would inform the player as to how Destiny's setting ended up the way it did while also allowing the writers to work within the canon of a story that feels like it's been passed between more hands than a bar of soap in a truck-stop restroom. Granted this is a bare-bones plan and it's going to take a lot of work and finesse to both implement it and avoid that pesky realm of the contrived, but heck, that's what professional writers are for, and I guarantee that it will be more effective than exposition cards. I guess what I'm ultimately trying to say is that I want a DLC where I fight the vex on Mercury while they transform the planet into a machine or where I try to hold off the hive on the moon in a series of Alamo-style set-piece battles like in Reach (preferably littered with boss fights that are designed better than in vanilla). I want to fight alongside my vanguards as we stock up on legendary gear and engage in ambient dialogue that makes me feel like they're more than vending machines with faces. I want to be there for the advent and rise of the various factions that we see in the tower. I want to die valiantly in the cosmodrome defending the traveler from an onslaught of epic enemies so that I may be brought back to life centuries later by a curious dinklebot. It's a lot to ask, I know. But I honestly feel that the superb fundamental shooting in this game deserves something more than the fragmented vision that currently sustains it, and I would be more than willing to buy DLC if it can bind those fragments together and breathe life into this husk. I don't know; if anybody actually reads this, what are your thoughts on how to save this narrative?

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  • Edited by Nikoli Vandurhi: 10/1/2014 5:11:33 PM
    Its pretty simple, all they need to is explain things, more time should be used in the cut scene to explain the who, what, and why. They mention these pivotal characters in game that directly have to do with the objective you are completing in the story missions but do not explain who they are in the slightest. Every opportunity they have in a cutscene to explain something the character responds with something like "I could explain, but I won't". I wish I could get inside the minds of the people that decided to take this path of story telling. Right now I feel like bungie is a bunch of derps. As I can't even fathom the thought process of using this ridiculous method of anti storytelling. Edit: the whole grimoire cards storytelling thing is the equivalent of going to see a movie and makin everyone in the theater read passages of the story on their smart phones as an extremely vague movie with no meaning is playing. Makes no sense

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