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작성자: ChaosOnReach82 10/8/2024 11:09:34 PM
2

Please change this about storytelling

I have never liked the D2 story telling style. I miss the Halo-esk D1 story telling style where you learned the story as you played. Not “go talk to this person, now go listen to this 5m recording from this NPC”. I miss when you would get the briefing of the strike before you started it while you were loading in like a real briefing. I miss the gameplay man. That’s what has people hooked on Halo and Destiny, the gameplay. Separating story from gameplay is like taking the sugar out of a cake, it tastes terrible. In D1, there was more of this in the Witch-Queen story line too, story telling was part of the gameplay. You learned as you progressed. It’s the same problem DOOM Eternal had, you had to stop the gameplay just to learn about the backstory. I don’t need a 15m exerpt from a character to tell me what I want and/or need to know, just give me a quick observation or at most a relatively short cutscene to explain what just happened and what it means like in D1 and Halo. Please, I’m tired of getting bored day 1 of an expansion because instead of learning as I play in the missions I’m spending so much of my time speaking to NPCs like it’s Dragon Age or Mass Effect. This is Destiny, this is Bungie. Stop trying to be a game company you’re not and use what you have learned and what you know works to make it. I love the idea of a non-linear campaign, as long as it’s mission based like D1 or Halo and not so stop and go like story is now. I don’t wanna see another projector ever again.
English
#lore #destiny2

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  • I agree. In D1 I was the main character. I dealt directly with other characters, actually speaking. Now I'm third guardian from the left, getting coffee for Zavala, doing jobs for Spider and now being Crow's sidekick. That's why I just mute all the chatting. None of it relates to me, being a simple henchman with no input to the story. I also hate the generic gravelly-voiced villains with their vague grievances of being wronged. We get it. You're evil. Of course it's also cheaper just to have the story read out rather than having actual game play or even a cut scene.

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  • Well they have been wanting to go more rpg, story telling through interaction, but yeah it doesn't work. Storytelling in d1 wasn't good either, plenty of complaints led to a change, always the rule of three or let ghost solve the issue on whatever. So, interaction out in the field, maybe more scripted real time cutscenes. The world feels empty, sure it's an fps, but as stated they had always thought of it as an RPG...and is the future, it's hard to adjust/transition from a typical fps to an [FPSRPG]. Really think they need to pay closer attention to cyberpunk 2077 phantom liberty (fps RPG, small world felt alive, cover system top tier), space marine 2 (in the distance you could see your battle ahead, you could feel the weight of combat), and immortals of aveum (beautiful game, again could fight alongside NPCs and felt epic, story was actually fun to play and see unfold in game, not just behind a cutscene).

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