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Edited by OldboyVicious: 6/15/2017 7:03:14 AM
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I am not offended. I do however, feel that it is not a complete story arc. To me, the story arc feels as if the Exo Stranger is the main character, and our character is merely the NPC that joins a couple of random times to help further the main character. I think that the belief of Luke Smith that the Exo Stranger has no more to offer, and is "wrapped up" shows that he is not in touch with what makes a good story. He says that player interest is "piqued" but in my opinion it is more as if players are saying "WTF was that, and when are we going to see what all of this means?" Sometimes characters in a story don't get all the answers. But the players of the story at least deserve a story that makes sense, and if there are mysteries deliberately left open to ponder, they should be based in open-ended arcs which allow for interpretation based on what we know and have seen. The problem with the Exo Stranger's story is that there is very little to go on. She notices us, watches us, approaches us, has us travel to different locations in order to fight enemies, tells us that there are many more enemies that are much nastier, gives us a gun, then disappears. This feels to me more like a MacGuffin style plot device loosely manifested as a character, rather than a cohesive story. The Exo Stranger, as a character, leaves not just something to ponder, but [i]everything[/i] and that is why the story fails to be a complete arc. Who is she? What is she doing? Why is she doing it? Where is she from? Etc. There is nothing about the Exo Stranger to even posit a plausible guess. There needs to be solid foundation and exposition behind a character. Something to make the character real. The Exo Stranger shows potential to be developed further, and be very interesting. But as is, the character fails to be interesting and mysterious, instead merely causing is to raise an eyebrow and ask "is there supposed to be a story here?" It is a common thread in Destiny to have characters we know nothing about telling our characters what to do with no motivation. We play and watch the story unfold on the hopes that the mystery will draw us on further. That the answers and subsequent mysteries will be compelling. To merely say "I could tell you..." or "I don't have time to explain..." is not how you develop mystery and intrigue. It is a cop-out.
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  • Hit it on the head with mcguffin. He can consider her story wrapped up because he considered her a plot driver for the vanilla story, once vanilla was over he considered it done...

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  • Exactly. In his mind she is done because the player had a thing that made them go to a place. For players, there are questions like, who was she talking to? What was she doing? Who was she? Etc. It seems like kind of a warning from the devs, like they are saying: "Oh, well I hope you don't expect all of [i]that[/i] kinda stuff on our stories!"

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