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#feedback

Изменено (Iccotak): 2/26/2018 11:33:11 PM
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Destiny 2 is incomplete

NOTE: This is a Long post. It has been divided and sectioned to make it easier to read. [u]Sections[/u] -Before we Start -Identity -Micro transactions -DLC -Character Customization -Base Game content -Conclusion [b]Before We Start[/b] Destiny 2 is an improvement over vanilla Destiny 1, and it is enjoyable. But compared to Destiny 1 + Expansions, Destiny 2 lacks content and does not utilize it concept. It is an serviceable game NOT a great sequel. It does not build on the past and repeats the same mistakes of the last game, in terms of content. The games I will most often reference are Borderlands 2, Diablo 3, Elder Scrolls, and Warframe. As all four games share many elements with Destiny. I want the readers to understand that the point of this post is to show that they should have higher expectations of the games they purchase. I will be going into detail about what is generally bad practice and what people should expect of a game of this scale. [b]Identity[/b] Destiny still has problems figuring it out what it is. Before you say that “Destiny is simply a looter shooter” or "Destiny is not an RPG" There are many other games that do the things Destiny tried, but better and start with more content available. [u]Bungie wanted to make a game with RPG mechanics[/u] where choices and exploration mattered. Most of what I am asking for is better world building and story context [b]Micro-Transactions[/b] Let’s be honest, the new microtransaction system affects gameplay. [u]For context; [/u] Bright engrams are the new loot packs you earn for leveling up after 20 and as you play through the maps. Each engram contains a few random items drawn from a pool. This loot includes Armors, Ornaments, Ghost Shells, Emotes, Sparrows, Ships, Shaders, and Mods. The items in these bright engrams are specific to them and therefore cannot be acquired anywhere else in the game. The item drops from engrams are random, so to get that specific item you are looking for, you are going to have to open multiple engrams in hopes of getting the item you want. Except for the fact that the loot can't be found anywhere else, it Sounds like a decent loot system. Until you see there is an option to simply buy Bright Engrams. How does this affect gameplay? "Want that cool animation? Well you could take your chances with the engrams you got as you played OR you could just buy a bunch of them and try your luck" It bypasses the hook of the game. You don’t have to earn them, you can just buy them. Locking customization behind randomized boxes. One of the core reward systems of the game can be broken by using real money. That is bad design. It purposely withholds content in order to encourage real money purchases. It's a psychological trick that preys on our wants. It was not so long ago that the things Destiny are asking money for would simply just be in the game. Nothing would be withheld behind a paywall until the Expansion packs. F2P games like Warframe get to use micro-transactions because they are F2P. That is how they support themselves. I gave them money in the past to support them. We already paid $60 for Destiny 2. They don’t need micro-transactions. (BTW not even Diablo 3 uses micro-transactions. You cannot buy Loot Crates and customization can be found throughout the game.) [b]DLC[/b] The way Bungie is going about DLCs is bad. Bungie Still holds back content so then they can dish it out as DLC a couple months after launch. After what happened with Destiny 1 NONE of us should be ok with this. It took Bungie about Three Years before they could make Destiny 1 feel like a whole game worth the $60 price tag. Yet I am hearing the same questions for Destiny 2 that I heard for Destiny 1. [i]-Where is the rest of the game? -Why do we have to wait for Bungie to bring more content? -Why isn’t the rest of the content in the game at launch?[/i] Destiny 2 should be a complete product at launch. The added content should not be what makes the game whole. The Game should already be whole and have enough content to keep us busy to the point that a full fledged expansion does not come until half a year, or more, later. (For comparison, Skyrim did not have a DLC until a year later) [b]Base Game[/b] Destiny is still lacking world building and proper story context. There is a severe lack of content for a game that has Four planets, with open world environments, the player can visit. Bungie boasted about the larger environments in this sequel yet they are just as empty as the previous game. Each planet feels like a side quest rather than a world filled with characters and exploration. It feels like you are walking through movie sets rather than actual worlds. You are stuck running through empty maps waiting for something to shoot. There is no meaningful environmental interaction and the only thing to do is shoot stuff. Why are the worlds so empty? Where are the characters and activities? If there is going to be Open World environments then each planet should have loads of stuff to do that can keep you busy for hours. [i]Each Planet should have the following.[/i] 1. Its own extensive storyline that also serves the main plot. 2. A Social Hub 3. Lots of NPCs to interact with. 4. An abundance of Side-Quests. 5. Exploration that rewards players 6. Lore 7. End Game. [u]Why an Extensive Storyline?[/u] Each world should be an investment. Each World represents a chapter in the story. Having a new environments for each major section of the game provides the sense of progression. They have beat an area and get to go somewhere NEW. Each Chapter should serve to expand upon and flesh out the universe while telling a story. [u]Why A Social Hub?[/u] If a player has to go back to the same social hub no matter what world they go to then they will feel like they are doing the same thing and nothing new is happening. Also it is disjointing from a writing perspective. Going back and forth between planets? Why? You want players to be invested in a location. [u]Why NPCs?[/u] Whether they are voiced or silent, Give the player a dialogue system that allows the player to interact the characters, to learn about the world. No one cared about the Last City because they never had any opportunity to talk with them. Make the Ghost a character we can interact with. Who we can ask questions. Who we can develop a connection with. Have NPCs go about their business like in Elder Scroll games. A Routine of their day to day life. RPGs make sure that their worlds are Full of characters, both large and small, for players to interact with to make it feel alive. [u]NPCs: Wildlife [/u] Depending on the world, in most cases there should be wildlife. Especially on Earth. Destiny takes place almost 1000 years in the future. With nature taking over, and who knows what was done in the golden age, there should be plenty of fauna for players to see running around. Deer, Elk, Wild Dogs, Birds, maybe a bear, etc. The world is a big place, fill it. Just like NPCs, open world games feel empty without wildlife. [u]Why Side Quests?[/u] Adding a plethora of side quests to the various NPCs gives the players reasons to explore the environments. They serve as a great way to flesh out the world. They can be tiny things like; “Please find my Spouse/Child/Pet”, “Please check out this dungeon”, “Please escort me to a location”, etc. little things that flesh out the world. Also having Long storylines that don't pertain to the main story is very important as well. This would be great for those Factions that everyone keeps asking to come back. [u]Exploration that rewards players[/u] You want to keep players INTERESTED. Grinding for Loot is nice but it can get old. It is nice to explore and get something for your efforts. Like in Borderlands when you find those huge chests. You have given them Open World environments with wonderful Art design and direction. Use them. Encourage players to explore the worlds and in return gain loot and lore for doing so. Exploration is a great way to get players invested. Make the ruins of humanity and other civilizations explorable and make it rewarding to do so. [u]Why Lore?[/u] Lore is almost the only thing that kept the player base interested in the game. It is what reviewers have said NEEDS to be in the game. Yet, we still see it missing Most Story heavy games have a lore codex that players can look at in the game. Destiny should have a Lore Codex (aka the Grimoire) start out with any basic information the player can learn about, then have it update with each new finding, encounter, and conversation, as you progress through the game. Fill the ruins of humanity with lore about the Golden Age: Put Books, Journals, Audio files, Drawings, Holograms, etc. things that players can check out. Having the option to ask the Ghost questions about the world, would be a great way to introduce and immerse players into the universe. (DOOM, a game where story does not matter, has a lore codex) Side Note: For a game with such rich lore, it sure lacks any story that is on par with it. Utilize the lore. Destiny 2 campaign was better than Destiny 1 but that is not saying much. Compared to previous titles like Halo 2, the story is sorely lacking. [u]Endgame[/u] This goes back to side quests. Destiny should have plenty of content to do after the story that is worthwhile because that is the other half of the game that makes people want to stay and adds re-playability to the world. The Base game content should provide that. Players should not have to wait for updates or a DLC three months from now to provide the Endgame content. [b]Conclusion[/b] Destiny should not be getting a pass simply because it has Potential. If it were a F2P game that would be one thing but we paid $60 for it. Destiny should be a complete Product at Launch.
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