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Destiny 2

Discuss all things Destiny 2.
6/23/2019 4:36:12 PM
20

Story feedback: missions, Ghost, our voice

So I'm sure we're all well acquainted with the fact that Destiny has never exactly had the EPIC SWEEPING CAMPAIGN that Bungie had in their previous work, and that Bungie is most definitely focusing on fixing the game as a whole before improving their writing. Regardless I just decided that with shadowkeep coming up that this would be a perfect time to remind people (mostly Bungie writers) that story does matter and give a few points of criticism 1. Mission structure: ok this is a big one. Destiny seems to fallow a very repetitive formula when it comes to story missions, the main campaign goes all out while the fallowing expansions offer us about 5 at minimum. I'm sure I don't have to explain to the average person that only 5 missions that last about 20 minutes each does not convey a story all that well. Look at rise of iron, in the first mission we're fighting the new sepiks perfected and about three missions later we've effectively killed off the reanimated Iron Lord's, that's very underwhelming. You can't just introduce the next big threat, find out how to beat them an hour later, and then kill 'em off for good But there's a way you can get around this problem... Let look at Forsaken. Have you ever noticed how many missions Forsaken technically has? 5. I'm sure your saying to yourself that there's now way there can be five, what about all the Barons? Well those were adventures, and it was genius. Bungie essentially doubled the amount of story missions by sacrificing the adventures and turning them from self contained stories to actual parts of the main campaign. Keep that in mind Bungie 2. Ghost: alright where do we start? Ghost is a very.... Controversial character in the Destiny universe. Some players love him while others despise him, and while you can't make everyone fall in love with the little guy it is a bit concerning that the majority of the player base finds their supposed "best friend and partner" a pain in the neck. There's a difference between lovably annoying and annoyingly lovable. Wheatley from portal 2 is an example of lovably annoying, while the Minions are annoyingly lovable. In the future I want Bungie to really rework Ghost's relationship with the player, make him mean something to us. 3. Finally! The big one! Bungie has officially stated that they want to make Destiny more of an RPG, with more personal and customizable aspects of the game and your character. In forsaken our Guardian finally talked... For 6 seconds. While I'm sooooo glad we're breaking ground (🙄) this isn't enough. Our Guardian doesn't need to be chatty, they just need to partake in conversation and have a personality of their own. Now I understand why this may never come to pass, the player character has 6 potential voice actors times the number of languages Destiny 2 can come in. But what I'm trying to say is if you want an RPG you better delver on the R and the P And that's about it, leave your opinions in the comments and maybe just maybe Cozmo or DMG will see this

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  • Okay, now how do I put this delicately... Um... I agree! The way Forsaken doubled the story is something that should definitely be incorporated in the next expansions. The ghost thing is okay to me, but sometimes he/she needs to shut up and piss off. Adding (big) speaking roles to guardians is also something that should be pursued further in the Destiny universe, but a couple quips here and there from my guardian would be better than my Ghost. [spoiler]honestly though, our ghosts have big mouths, blah-blah-blah, all mission long. [/spoiler]

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    • Big, big agree with the RPG stuff. I'm not generally a FPS person, I'll always consider myself an RPG player above all else. As a result of this, and Bungies baffling approach to Destiny since launch in 2014, I've had a complicated relationship with the game. I've sworn off it several times but then they go and release TTK for D1 and Forsaken with D2, both of which pulled me back down the rabbit hole. I'm now back again because I love the sound of shadowkeep and I'm desperately hoping they keep going down the more RPG focused route. I need - personally - more character development, more involved and bigger questlines, new enemies, less predictable structure (enter room, get ghost to do the thing, kill mobs.) New characters would be nice. A new freaking Hunter vanguard PLEASE bungie. And a light hearted character somewhere. Since cayde died it's all been a bit dull. The drifter being the only exception and he's all mysterious so we can't really get attached to him. Customisation, conversation, just more actual personality. Including ghost. Now I bloody love ghost, I'm even planning a tattoo. But I think my emotional attachment to him comes more from myself than from the game, if that makes sense? But yes he could do with more fleshing out and a real, tangible reason to love him. I have several irritations with the game and a bit of a love/hate relationship with it but I've resigned myself to the fact that overall, I love it. I would just like to be able to get really into the story without relying on tonnes of lore to make it make sense. (I really like the lore, I'd just like more in game narrative.) Caydes death was the only time the story really grabbed me by the proverbial balls and made me truly care, because he was the only character worth caring about. So more relatable characters we can become friends with would be a huge thing for me. But don't kill them off just to get a reaction, don't fall into the game of thrones trap lol. I could go on but this is already a huge wall of text so I'll shut up and go and shoot some stuff...

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      • I didn't read any of that, but I agree.

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        • Edited by Haknir: 6/24/2019 9:56:06 PM
          I strongly agree on the story line length stuff. It really made TTK amazing having 8 missions and then the taken war missions after which show oryx’s lasting influence on the solar system. However, I agree with what someone else said on bosses being too easy. Every final boss in the story for D2 has been underwhelming except for riven’s eye in forsaken. Oryx felt a little bit underwhelming in D1 too, but the end of the fight was done well imo. The final echo in Fear’s Embrace felt more like a final boss tho. In addition, the YouTuber Demodcracy addresses a similar issue in his 20 things he loves or hates about D2, which is the lack of interactions with Ghaul in D2. In TTK, Oryx appears in holographic taken energy, talks to you in the final mission, and tries to impede your progress a couple times throughout the story. Ghaul, on the other hand, kicks you off his ship, then your guardian never even hears from him until the very end of the story.

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          • gotta agree with that. Tho rather than the guardian I also prefer it if I can change my ghost personality and voice as well

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          • Edited by Corrick II: 6/25/2019 3:35:56 AM
            1) I agree they need to make story missions more interesting but please not like Forsaken. Those were just the same arena-type encounters wrapped in a “story” shell. They could take a cue from games like Borderlands that make better use of the level design and incorporate better dialogue and character moments throughout. 2) Ghost is fine, they just need to make him more assertive. Right now he’s a scared little punk that I’d rather just shut up. And they should add a female voice option. 3) I have to disagree hard with this one. Yes, I want more RPG elements, but I also want my character to be [i]me[/i]. Adding an arbitrary voice to the character would make me feel like I’m puppeting a random character and that just breaks the immersion for me. I know that’s an unpopular opinion (apparently), but that’s just my two cents.

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          • 1
            I like u

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            • The talking on forsaken was cool but I got a awoken female and me personally I hate the voice for female awoken

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              • I want to hear my guardian talk again. He sounds so sick.

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                • I really wish we got more interactions between our guardian and ghost in forsaken :/

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                  • Why do people care so much about our character talking? I mean sure.. but at the end of the day does it really matter as much as you think? And we do have thoughts.. look at the character notes on quests

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                    • I'm always frustrated by the pacing of destiny campaigns, specifically the difficulty curve (it's a flat line) and how it relates to the narrative. Ghaul is a great example of my grievance: he's the big bad, the one who took our light and our city. When we meet in the finale he LITERALLY EMERGES FROM A PILLAR OF FIRE AND REMINDS US THAT HE'S THE RAZER OF A THOUSAND WORLDS! This is the final fight of the main campaign it [i]should[/i] be the most challenging part of the game up to that point. But NOPE!! It's literally the easiest fight in the entire game. Fighting Ghaul with golden gun or nova bomb is a farce. This kills the dramatic tension, and it happens for almost every boss fight. Panoptes? Easy. Xôl/Nokris? Pushovers. Voice of Riven/all 8 barons? More challenging than the others but not by much (Eye of Riven is a pretty great boss though). Same applies to strike bosses as well.

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                      • As a game lore writer/story designer. I agree

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                        • I want a choice system not one for every action but look at the final forsaken mission that should have been a perfect way to put a choice and have more alligence like quest through the story I think the campaign should end with the raid as to tip of the story off a good boss fight

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                            Good gawd, I hope they hire a voice actor for our Guardian soon... I really miss our Ghost and Guardian having conversations, instead of being our voice in all situations.

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                            • Edited by LethiaAlethia: 6/24/2019 3:06:18 PM
                              Forsaken Barons were genius? Running them down a chore list all pest control like was genius? I beg to differ. Those were forgettable and boring. It was smelling lazy like plenty things in this game around their edges do. Just like Bungie could argue that the Dreaming City has more than three story missions because, err... the curse keeps repeating everything! But... people alter their dialogues a little! Like woot, the magical 4th Wall has been breached! I bet some Bungie devs really thought that lazy excuse for lack of content was pure design genius like on a Hideo Kojima like level. And if our characters ever truly talked there would be no reason for ghost to talk anymore. I hate silent protagonists but the whole purpose of ghost very clearly is to be talking in our stead.

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                              • Sometimes I feel like Ferra/Tor in Mortal Kombat: a small chatty parasite atop a mindless brute that's only good for fighting.

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                              • I bet we have more lines in Shadowkeep.

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                                • Talk? You want our Guardians to talk? My guardian talked all the time! I can't get them to shut up! I have to find that mute button every every damn time!

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                                  • Yup.

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