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작성자: SmoggyPluto 7/6/2015 10:06:56 PM
227

GAMESPOT CALLED BUNGIE OUT

Agree

2534

Disagree

583

http://www.gamespot.com/shows/the-point/ We can't let them become this. Bungie, this isn't fair and you know it. I and I'm sure many others realized that destiny is designed to be an addictive slot machine back after the dark below. We need to start demanding more of bungie. I have been wanting one simple thing for months that would fix destiny and we need to make bungie comply. Game publishers design games to have little content this way their players will jump at buying a dlc. And if that dlc is small, then you will just feel even more pressured to buy the next one! If bungie isn't going to give us something to do, then let us do it! I'm going to put a quote from a previous post of mine below. Friends, bungie is choking us of content so that we will buy the next one without them even having to do a good job on it. Tell bungie that we can do it ourselves if they won't! [spoiler]Destiny needs a forge mode. I think this was key in the replayability. You could make the game whatever type of game you want. You can make an awesome, spread out, Military map loaded with vehicles and weapons, or you could make a close up zombie map that gets your heart beating like crazy haha. I personally could spend hours in halo reach making those rocket ships by taking a building and putting in those lifts and going for a ride in the sky. If this was in destiny, imagine how awesome that could be. And Also, we could literally do bungies work ourselves! One of the biggest disappointments in destiny was the lack of space in patrol. What if players could expand upon the destiny universe themselves in a forge mode and create unique lurs and myserious tunnels with booby traps and bosses! Then, they could submit their work to bungie and every week bungie picks one of the submitted areas to add to the destiny universe. Players could make whole freaking planets! And even on top of that, maybe they could even make raids!!! If i have to fight for one addition to destiny, it would be this. In halo reach, there were sooo many amazing maps you could download. Many of them even had a small background story implemented by the creator! If bungie added this to the destiny universe, I can't even imagine how quickly the requests for new content would disappear! Friends, with this we could possibly have a new raid every week!!! Who wouldn't want this?[/spoiler]
English
#Destiny

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  • Literally everyone has called out Destiny.

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  • 15
    Not impressed. More armchair psychology from another gaming hipster shitting on Destiny. Jesus -blam!-ing christ, Destiny is fun so -blam!-ing what? Why do people feel a need to make it out to be "Wait! Destiny isn't actually fun you're being tricked!" Seriously, this video describes the first couple of weeks of destiny. Sure, there is some addictive quality the first few weeks when you're getting new gear. But it doesn't explain why people keep playing. I have nothing to grind for and neither do many others. Why do I keep playing then? I guess this "journalist" isn't aware of the fact that all the RNG part of Destiny is essentially gone since House of Wolves. Everything has a specific way of being acquired. Hell, the three new exotic guns are guaranteed drops on PoE 35. All the other stuff is bought with armor and weapon cores which are also guaranteed drops. This "analysis" is very naive and shallow. I keep playing because the game is FUN. Here's a thought: maybe the addictive part of Destiny is the fact that it's a SOCIAL game. People keep playing because it's the best cooperative game out right now. Another thing he tries to squeeze in there is that Destiny is "full of DLC." TWO -blam!-ing DLCs all year and it was all content DLC. No character skins, no pay 2 win gun packs, no shortcut passes. The Taken King is the start of year 2 and is shaping up to be more like Destiny 2 than a DLC. I'd rather have that for $40 than the a yearly CoD or Assassin's Creed rehash for $60. In the end, this comes down to another butthurt hipster upset that Destiny isn't an 8 hour shooter with 3 hours of cutscenes that you play for a week and move on. Somehow it's a bad thing (or "unethical") that Destiny is a game that is worth playing long term and remains fun.

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    45 답변
    • A bit of speculative considering you could apply this logic to any marketing scheme. NFL/Vacations/Porn... The list goes on and on. We are all in a vast universe full of repetitive BS. If there was no money how would we know the pecking order?

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    • Thanks for the link. I feel like such a used puppet right now!

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    • The only problem with Destiny is the community complaining about the way Bungie is running things! People need to realize (especially PSN users) that Bungie has been doing what they're doing for a long time (I've been around since the Original Marathon). I'm really not seeing most of the problem being caused a around Xbox Live users, but more so with PSN because they haven't been with Bungie for a long time compared to Xbox Live users who've been playing since Halo and some even further back such as myself. I don't see any major problems with Destiny at all and all you "fans" who keep calling Bungie out on the carpet for small problems with Destiny and asking for big changes need to stop because I can almost guarantee that it's not happening! Bungie is a very independent company and game developer, they listen to the community, but they do what they want and that's what makes them so awesome! Right now a bulk of the problem is in the PSN community who haven't been around Bungie and think things are going to change for them. I'm not saying there's no jerks in the Xbox Live community, but the bulk of the problem is with the PSN community which is sad because Bungie is giving the PSN users the exclusive content, but not the Xbox Live users. Which I do hope changes soon because the Halo fans are really what built up Bungie to what it is today and they did leave behind, but we do forgive them for that! Hopefully Bungie finds a way to tame the Dog and bring things back together! -VainerKill 117 (Xbox Live User)

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      6 답변
      • nobody is putting a gun to your head.

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      • Bump to get this trending, this is the reason I've cut my grind down to only nightfalls and trials

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        2 답변
        • I posted this a while back and got no response. Sad panda is sad. I'm just a pigeon, what do I know!

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        • I agree with you... sadly, most the people on this forum are too stupid to realize they're getting screwed. That's why business strategies like this work so well. A huge part of the population are literally clueless. That's why advertising $.99 is more effective than $1.00... people are fooled by small gimmicks.

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          6 답변
          • What makes destiny the number one best game out is, it's only game that offers pretty much close to nothing content wise, but gamers bend over and get f787ed up the a78 , ans throw their money willing , which then makes bungie and Activision even more richer.

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            2 답변
            • The only problem I have with the practices of Activision Blizzard is that Destiny's success will encourage other developers to follow the same path. The RNG-loot based grindfests will become the norm and not the exception. It will be a dark day for gaming when it happens.

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            • Excellent point of view. Thanks for posting this URL!

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            • biased hogwash.

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            • 1
              [quote]Well everyone has a perspective. "Made to make money" - wow, that is earth shattering. I can't believe any company would do this. "Complete studies on how to get people to buy and stay" - again, how dare a company try to understand what makes me happy and try to give that to me. Those bastards!!!! I'm not a fanboy, but this type of biased journalism is just as bad as what he is implying bungie is doing. Manipulating a fact for his own benefit to get people's attention. He also pulls and oldie out to help! Using old, very old, studies which seem to back up his claim. He tries to make these studies look bad, but any company in their right mind would pay VERY close attention to these studies, if they were smart. How to attract buyers? How to keep them happy? How to make them stay longer? Is there any more valuable information a company could ask for!!! He is doing the exact same thing, giving haters what they want to here. Their endorphins spike and they cheer that someone agrees with them. And they don't even realize they are being manipulated by him as well. He is giving them what they want. It's popular to bash destiny, jump on the band wagon. How many times does he say destiny is a good game, even a great game? Lots, well great only once. I can see why people hate this game, I can also see why people love this game. Can you? Who cares![/quote]

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            • Watched the link and Ive been pretty much a day 1 player and really was fine with everything until the new House of Wolves expansion. POE is boring as hell and only remains a viable thing due to the dumb etheric light grind Destiny created. I mean will I have to keep getting an etheric light for weapons and gear with the new release in September? Im sorry but after this latest expansion I am disappointed over the obvious money scheme manipulation system. Don't get me wrong I enjoy the game a lot, have met some great people, and am continually growing and learning how to hone my skills and techniques. However it is obvious with the amount of people who have stopped playing or play it less frequently that this last expansion was lackluster at best. PS give me a gally already haha.

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            • 작성자: SkilPhil 7/7/2015 5:42:28 PM
              I kind of agree, but I dont think its particularly bad. Its just a more advanced version of getting a gold medal at the end of mario kart. The only difference is that it is a random reward...that's about it. Its gambling at its core, except instead of gambling money, your gambling your time. Gambling time is much easier to control than money though, you can drop a shit ton of money and lose it in a split second in a casino. Spending a shit ton of time takes many conscious decisions over a period of time, rather than one stupid decision. At the end of the day we are playing a game not very different from the likes of Counter Strike, Halo and other FPS' - we would sink hours into those games with no reward other than simple competition, either against AI or real people. Having a random reward at the end of each game doesn't change playing behavior that much. I think we've all tried a shitty facebook game with the same skinner tactics and stopped playing after a few weeks because it was just a shit game. If you have a good game, say like Halo 3, and you added random rewards it enhances the experience. We would probably still play destiny without the random drops, probably just alot more multiplayer, I like that RNG encourages me to play more PVE since most games give you little motivation to play through the story a second or third time - in a round about way you kind of get more value for money because of it. My mate asked me why I still play since I have everything I wanted in the game and I told him "Because I'm good at it and I enjoy playing, remember playing Counter Strike? There were no rewards playing that." At the end of the day, these psychological reward tactics will never strengthen a shit game nor will it beat the feeling of just playing a good game, but it can definitely enhance it.

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              2 답변
              • Eye opening video, with that being said I'm not gonna stop playing destiny and I'll continue to enjoy it. I have a blast playing with my buddies every night

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              • Gamespot with store only exclusives and price fixing the UK arm "Game" can say NOTHING

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                3 답변
                • Dude is probably salty because Xur won't sel Gjallahorn, also probably bad at PvP and can't complete Thorn bounty. Thats why he is really shitting on Bungie.

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                  1 답변
                  • way to go bungie £50 on your game with no story £39 on Dlc witch was a little better and what do we get an emblem good job ha and then you want us all to buy the new dlc were everyone out side the USA is getting screwed over with the price for dlc with re skinned enemies and area that's not that big a handful of bounties that will just repeat them self's after 3 weeks a raid that will be buggy as hell of but wait pvp players get a good deal with all the new maps and modes to play but pve gets funked again I bought this game thinking it was a massive open world loool boy was I wrong should only said at the start if you love pvp you will love this game because we will do everything to screw over the pve players sort your shit out or your 10 year game won't make it

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                  • Two things from watching that. 1. I want to play destiny. 2. Xur is never, ever, ever ever ever, selling Ghorn.

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                  • If you don't like it, don't play it.

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                  • Is Destiny's story seriously lacking...YES Is it too often reliant on RNG as opposed to skill...YES (although ToO has adressed that somewhat) Did they spend too much money on celebrity voices as opposed to professional voice actors...YES Does Bungies QC need to seriously up its game before releasing ANYTHING EVER.....YES Does Bungie need to engage with the community in a far more positive and less patronizing manner....YES Does Bungie need to stop blaming users/isps/everyone else for THEIR choice to use P2P as opposed to dedicated servers...YES Have I learnt a valuable lesson about pre-ordering games from Bungie...YES Does any of the above, or any other complaint i can come up with explain why i have spent a total £70 in the last twelve months and got literally HUNDREDS of Hours play out of it...NO

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                    2 답변
                    • 작성자: Obama'sLastName (Timelost) 7/7/2015 6:55:32 PM
                      Gamespot has called you out, Bungie. You are challenged in the waaaysss of ooold....

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                      9 답변
                      • Dude is probably salty because Xur won't sel Gjallahorn, also probably bad at PvP and can't complete Thorn bounty. Thats why he is really shitting on Bungie.

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                        6 답변
                        • [url=http://www.nirandfar.com/2012/03/how-to-manufacture-desire.html]Some further reading[/url] [quote]Type the name of almost any successful consumer web company into your search bar and add the word “addict” after it. Go ahead, I’ll wait. Try “Facebook addict” or “Twitter addict” or even “Pinterest addict” and you’ll soon get a slew of results from hooked users and observers deriding the narcotic-like properties of these web sites. How is it that these companies, producing little more than bits of code displayed on a screen, can seemingly control users’ minds? Why are these sites so addictive and what does their power mean for the future of the web? We’re on the precipice of a new era of the web. As infinite distractions compete for our attention, companies are learning to master new tactics to stay relevant in users’ minds and lives. Today, just amassing millions of users is no longer good enough. Companies increasingly find that their economic value is a function of the strength of the habits they create. But as some companies are just waking up to this new reality, others are already cashing in. [b]First-to-Mind Wins[/b] A company that forms strong user habits enjoys several benefits to its bottom line. For one, this type of company creates associations with “internal triggers” in users’ minds. That is to say, users come to the site without any external prompting. Instead of relying on expensive marketing or worrying about differentiation, habit-forming companies get users to cue themselves to action by attaching their services to the users’ daily routines and emotions. A cemented habit is when users subconsciously think, “I’m bored,” and instantly Facebook comes to mind. They think, “I wonder what’s going on in the world?” and before rationale thought occurs, Twitter is the answer. The first-to-mind solution wins. [b]Manufacturing Desire[/b] But how do companies create a connection with the internal cues needed to form habits? The answer: they manufacture desire. While fans of Mad Men are familiar with how the ad industry once created consumer desire during Madison Avenue’s golden era, those days are long gone. A multi-screen world, with ad-wary consumers and a lack of ROI metrics, has rendered Don Draper’s big budget brainwashing useless to all but the biggest brands. Instead, startups manufacture desire by guiding users through a series of experiences designed to create habits. I call these experiences “Hooks,” and the more often users run through them, the more likely they are to self-trigger. I wrote Hooked: How to Build Habit-Forming Products to help others understand what is at the heart of habit-forming technology. The book highlights common patterns I observed in my career in the video gaming and online advertising industries. While my model is generic enough for a broad explanation of habit formation, I’ll focus on applications in consumer Internet for this post. [b]Trigger[/b] The trigger is the actuator of a behavior—the spark plug in the engine. Triggers come in two types: external and internal. Habit-forming technologies start by alerting users with external triggers like an email, a link on a web site, or the app icon on a phone. By cycling continuously through successive desire engines, users begin to form associations with internal triggers, which become attached to existing behaviors and emotions. Soon users are internally triggered every time they feel a certain way. The internal trigger becomes part of their routine behavior and the habit is formed. For example, suppose Barbra, a young lady in Pennsylvania, happens to see a photo in her Facebook newsfeed taken by a family member from a rural part of the State. It’s a lovely photo and since she’s planning a trip there with her brother Johnny, the trigger intrigues her. [b]Action[/b] After the trigger comes the intended action. Here, companies leverage two pulleys of human behavior – motivation and ability. To increase the odds of a user taking the intended action, the behavior designer makes the action as easy as possible, while simultaneously boosting the user’s motivation. This phase of the Hook draws upon the art and science of usability design to ensure that the user acts the way the designer intends. Using the example of Barbra, with a click on the interesting picture in her newsfeed she’s taken to a website she’s never been to before called Pinterest. Once she’s done the intended action (in this case, clicking on the photo), she’s dazzled by what she sees next. [b][i][u]Variable Reward[/u][/i][/b] [b][i]What separates Hooks from a plain vanilla feedback loop is their ability to create wanting in the user. Feedback loops are all around us, but predictable ones don’t create desire. The predictable response of your fridge light turning on when you open the door doesn’t drive you to keep opening it again and again. However, add some variability to the mix—say a different treat magically appears in your fridge every time you open it—and voila, intrigue is created. You’ll be opening that door like a lab animal in a Skinner box. Variable schedules of reward are one of the most powerful tools that companies use to hook users. Research shows that levels of dopamine surge when the brain is expecting a reward. Introducing variability multiplies the effect, creating a frenzied hunting state, activating the parts associated with wanting and desire. Although classic examples include slot machines and lotteries, variable rewards are prevalent in habit-forming technologies as well.[/i][/b] When Barbra lands on Pinterest, not only does she see the image she intended to find, but she’s also served a multitude of other glittering objects. The images are associated with what she’s generally interested in – namely things to see during a trip to rural Pennsylvania – but there are some others that catch her eye also. The exciting juxtaposition of relevant and irrelevant, tantalizing and plain, beautiful and common sets her brain’s dopamine system aflutter with the promise of reward. Now she’s spending more time on the site, hunting for the next wonderful thing to find. Before she knows it, she’s spent 45 minutes scrolling in search of her next hit. [b]Investment[/b] The last phase of the Hook is where the user is asked to do bit of work. This phase has two goals as far as the behavior engineer is concerned. The first is to increase the odds that the user will make another pass through the Hook when presented with the next trigger. Second, now that the user’s brain is swimming in dopamine from the anticipation of reward in the previous phase, it’s time to pay some bills. The investment generally comes in the form of asking the user to give some combination of time, data, effort, social capital or money. But unlike a sales funnel, which has a set endpoint, the investment phase isn’t about consumers opening up their wallets and moving on with their day. The investment implies an action that improves the service for the next go-around. Inviting friends, stating preferences, building virtual assets, and learning to use new features are all commitments that improve the service for the user. These investments can be leveraged to make the trigger more engaging, the action easier, and the reward more exciting with every pass through the Hook. As Barbra enjoys endlessly scrolling the Pinterest cornucopia, she builds a desire to keep the things that delight her. By collecting items, she’ll be giving the site data about her preferences. Soon she will follow, pin, re-pin, and make other investments, which serve to increase her ties to the site and prime her for future loops through the Hook. [b]Super Power[/b] A reader recently wrote to me, “If it can’t be used for evil, it’s not a super power.” He’s right. And under this definition, habit design is indeed a super power. If used for good, habits can enhance people’s lives with entertaining and even healthful routines. If used to exploit, habits can turn into wasteful addictions. But, like it or not, habit-forming technology is already here. The fact that we have greater access to the web through our various devices also gives companies greater access to us. As companies combine this greater access with the ability to collect and process our data at higher speeds than ever before, we’re faced with a future where everything becomes more addictive. This trinity of access, data, and speed creates new opportunities for habit-forming technologies to hook users. Companies need to know how to harness the power of Hooks to improve peoples’ lives, while consumers need to understand the mechanics of behavior engineering to protect themselves from unwanted manipulation. What do you think? Hooks are all around us. Where do you see them manufacturing desire in your life? [b]Here’s the gist:[/b] The degree to which a company can utilize habit-forming technologies will increasingly decide which products and services succeed or fail. Habit-forming technology creates associations with “internal triggers” which cue users without the need for marketing, messaging or other external stimuli. Creating associations with internal triggers comes from building the four components of a “Hook” — a trigger, action, variable reward, and investment. Consumers must understand how habit-forming technology works to prevent unwanted manipulation while still enjoying the benefits of these innovations. Companies must understand the mechanics of habit-formation to increase engagement with their products and services and ultimately help users create beneficial routines. [/quote]

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