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RPGs are all about barriers (Destiny)

by Kahzgul, Sunday, January 25, 2015, 10:41 (3382 days ago) @ Fuertisimo

But they could easily have made the game feel like it had scads more content by changing the order in which missions unlocked, driving the player through the main story (which would be finished level 12-ish) before unlocking the side missions and strikes. Suddenly the gamespace doubles, and the missions would have felt like revisiting old friends rather than literally exploring the same space two missions in a row.

And the strikes could have random enemy factions, or sometimes different bosses, or even events that are chosen from a list rather than always being the exact same thing.

There could have been single player and 3-player experiences with the same level of challenge as the VoG.

The content gates could have been what we expected after playing beta: That the level 20 monsters were the gateways to whole new areas rather than guardians of tiny little caves. Barring a door with a "your gear must be X level to enter" is lame and boring. Barring it with a badass monster is fun. When you can finally kill that monster, you feel awesome.

So much of this game design feels like amateur hour. Bungie claims to make games they want to play. Is Door-Guarding-Simulator their favorite game of all time?


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