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Destiny

Discuss all things Destiny.
Edited by Progo: 8/5/2013 2:45:17 PM
8

Factions? Perhaps more like guilds...

Aye.

73

Nae.

23

fac·tion /ˈfakSHən/ Noun 1. A small, organized, [b]dissenting[/b] group within a larger one, esp. in politics. So at first glance the word 'faction' seems to fit very well for groups such as Dead Orbit, New Monarchy, etc. But what if the word faction is evoking the wrong speculation about their behavior? Most player factions exist in games that have ideology-vs-ideology pvp, like WoW or almost any other MMORPG. But I think Destiny 'factions' will be more like guilds. (and Destiny is not exactly an MMORPG) For example we have a theory (I forgot what hinted at it) that Dead Orbit makes ships. And the whole idea of Destiny is that [most of] humanity is behind the walls of the City. Cities that have deep divisions have a hard time holding together, so that rules out the conventional use of the word 'faction.' But if you look at the medieval fantasy roots of Destiny, 'guild' makes a lot more sense. Guilds are factions of daily life, they are simply a byproduct of centralized knowledge and the necessity of small monopolies in business. Plus guilds can work together, how would Dead Orbit make bad-ass ships if they couldn't arm them with FOTC weaponry? 'Faction' works in the sense of politics, but when you're on the battlefield against the Cabal you are all humans working towards survival, not bitterly opposed forces. guild /gild/ Noun 1. A medieval association of craftsmen or merchants, often having considerable power. 2. An association of people for mutual aid or the pursuit of a common goal. (yes I am aware of faction wars, but honestly we don't even know if that even means human factions, remember the Fallen are made up of "Houses" of Lords) EDIT: Turtler made a very good point, guild is not as 'sci-fi sounding' as faction.

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  • I'm sure they considered calling them guilds, and perhaps using the word "guild" would be a more accurate term for them, but Bungie is trying hard to find the balance between fantasy and sci-fi, and you can see that in a lot of things they make. Tigerman is a good example of too much fantasy, and the original idea of living inside an alien space-sphere started to apply too much sci-fi. Avoiding the term "guilds" is a part of that entertaining balancing act

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