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Destiny: The Random Psychology of the Game Design Paradigm (Gaming)

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, October 20, 2014, 11:05 (3468 days ago) @ CruelLEGACEY

This is where bounties, materials, and collectables come in to play. As others have pointed out, bounties (or achievements) come with a cost. They can add variety, sure.

The thing is though, bounties aren't interesting challenges in their own right. If a bounty was a mini story, that spawned monsters on an interesting part of the map in interesting encounters for example, that might be one thing. As it is now, there is nothing interesting about completing them. The tasks themselves are simple, and you just have to do a lot of them.

Add to that, there's the fact that there are very few bounties. I think the same story mission bounty to do the Garden's Spire and Archive mission came up 2 days in a row. I see the same "Kill 2 enemies at a time with a fusion rifle" bounty. Destiny's world needed to be more open and more interactive, to offer more types or, and more interesting types of bounties.

Any side mission in Deus Ex is an example of what a bounty should be.


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