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Difference in community (Destiny)
Why was the Halo community considerably more open, fun, and creative than the Destiny community?
Polygon has an article about the ability to buy class boosters. But the part that is relevant:
The new boost is a cause for concern, because it may be evidence that Bungie and publisher Activision have stopped seeing points of superfluous friction in Destiny’s gameplay systems as design flaws and started to see them as opportunities to extract money from players.
I've felt this way since day one, but it is just front and center now. Proof positive are the broken game systems people complain about not actually being fixed, but instead being replaced with something else that has its own (sometimes worse) problems. At first I thought Bungie was just incompetent. But they aren't. It is intentional.
The answer is simply because Halo was a game that gave, not a game that took.
Destiny takes. It also gives, but it takes far too much.
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Difference in community
Why was the Halo community considerably more open, fun, and creative than the Destiny community?
Polygon has an article about the ability to buy class boosters. But the part that is relevant:
The new boost is a cause for concern, because it may be evidence that Bungie and publisher Activision have stopped seeing points of superfluous friction in Destiny’s gameplay systems as design flaws and started to see them as opportunities to extract money from players.
I've felt this way since day one, but it is just front and center now. Proof positive are the broken game systems people complain about not actually being fixed, but instead being replaced with something else that has its own (sometimes worse) problems. At first I thought Bungie was just incompetent. But they aren't. It is intentional.The answer is simply because Halo was a game that gave, not a game that took.
Destiny takes.
I wonder when it will finally tip.
I don't disagree with you that Activision and Bungie are in it for money (every company is) whether they are exploiting players just for money I think is Activisions realm.
As for Halo vs. Destiny taking and giving, that is actually far more complicated. I personally think all games take and give it just depends on what the game is. Halo gave a whole lot more than it took, that is true. However I personally don't think that Destiny takes more than it gives. I think that Destiny is a far more complex beast than Halo was. Just the nature of the game makes it so. Add in fans that are influencing the outcome of the game and that makes it even more complex.
Because of the complexity and, compared to Halo, being a far less static game I think the give and take for each individual player varies greatly. We have all experienced this when a patch or a DLC comes out.
It really depends on the player what you give to the game and what you take from it. The game itself could make those differences more extreme, but I don't think Bungie is trying to make it so.
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TIL levelling in an RPG is a design flaw.
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Difference in community
Why was the Halo community considerably more open, fun, and creative than the Destiny community?
Polygon has an article about the ability to buy class boosters. But the part that is relevant:
The new boost is a cause for concern, because it may be evidence that Bungie and publisher Activision have stopped seeing points of superfluous friction in Destiny’s gameplay systems as design flaws and started to see them as opportunities to extract money from players.
I've felt this way since day one, but it is just front and center now. Proof positive are the broken game systems people complain about not actually being fixed, but instead being replaced with something else that has its own (sometimes worse) problems. At first I thought Bungie was just incompetent. But they aren't. It is intentional.The answer is simply because Halo was a game that gave, not a game that took.
Destiny takes.
I wonder when it will finally tip.
I don't disagree with you that Activision and Bungie are in it for money (every company is) whether they are exploiting players just for money I think is Activisions realm.
I'm a bit tired of seeing people say things like this. I don't personally have a problem with the way Destiny has implemented microtransactions. I don't have a problem with them selling Sparks of Light (other than $30 being a huge ripoff). Hell, I wouldn't have a problem you could straight out buy exotics for money, or pay to immediately get a character to 320 Light. The fact is, if someone did that, it wouldn't affect you or the way you play. But that's a tangent, back to my point.
I'm tired of seeing people heap all the blame onto Activision. Because the fact of the matter is, this is Bungie's IP, Bungie's game. If they didn't want microtransactions in the game, they wouldn't be there. At some point, folks at Bungie decided this is the way they wanted to go.
I personally don't have a problem with it, like I said. But let's not pretend it's all because of Activision. It's not.
It really depends on the player what you give to the game and what you take from it. The game itself could make those differences more extreme, but I don't think Bungie is trying to make it so.
I'm still at a point where Destiny is way more fun than a chore (granted I haven't played regularly in over a month), so it's still giving quite a bit for me. The grind hasn't hit me as hard as other, partly because I don't care about getting to 320 or close to it, and I generally work towards the "grindy" things at a slow pace, doing the things I enjoy and letting it happen naturally. I play for fun. When it's not fun, I stop playing.
I do, however, have mixed feelings about what Bungie is trying to do. The "grind" so to speak, at this point, seems like it was pretty clearly designed to allow for the selling of items to skip said grind. I suspect that the Spark of Light is only the beginning of what they intend to sell. Again, I don't care about this, so I'm not bashing Bungie for it. I just think it's pretty clearly intentional at this point.
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TIL levelling in an RPG is a design flaw.
It actually is in 95% of the RPGs I have seen. Then here's the 5% that do it right.
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This is not new. We've been talking about this since...
...the beginning. I'm pretty sure I could go back and find 2-3 big long posts on game theory and how bungie MMO-ifies FPS's like nobody else has thus far. Destiny is the WoW of FPS's. (Maybe I missed a game somewhere, but I don't think I did, not on that scale) The MMO-ness is built in and very intentional. Micro-transactions are just taking it a step further and monetizing some of this.
There's some a-moral stuff going on. I'm not going to call it abuse or evil... but I am going to call it very intentionally crafted to be addictive. In some ways that's fine. In some ways it's not. Bungie, and to some degree gaming in general, is starting to flirt with more casino-style gaming and less of what we traditionally think of as gaming. For a lot of reasons, but money is a big one.
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There are differences, but the community is strong. *IMG*
Why was the Halo community considerably more open, fun, and creative than the Destiny community?
While I have lamented the lack of art and crafts here at DBO, there is certainly no lack of it elsewhere. I think the avenues of communicating art and fun inspired by games, movies, etc. have simply changed as a whole, whatever fandom, within the last decade. HBO is no longer a central aspect of Halo fandom and heralds less fan creations, similarly.
Destiny and Halo's creativity have both migrated from the forums and chatrooms of yesteryear towards social media. Whereas people needed Claude to bring attention to their work on the HBO frontpage 10 years ago, they can now use Twitter, Facebook, and Instagram to do it themselves. I mean, these days there's sketches I've tweeted that I never got around to posting here. That's no disrespect to DBO or HBO, that's just an effect of how I use the internet differently these days. Heck, my favorite aspect of Destiny's community right now is actually Hedgem0ny's Twitter. It's kind of a perfect example of what I'm talking about: he's a grizzled B.Oer who no longer comes around the forums but instead devotes his feed to Destiny fanart. This was a highlight from just yesterday.
There's thousands more where that came from!
And its not just visual art that have found new channels. The 'fun' part of the community, for me, now unintentionally happens more on Twitter and Facebook than here. For every multi-paragraph rambling essay (that afterwards I cant remember why I wrote it) that I post here there is 20 messages on social media asking Beorn what made him cry laughing while we were Sparrow racing. It's different, but it's not less.
Regarding the openness, I find the game itself to be built for bringing people together and I've encountered far less competitiveness and rudeness in Destiny than in Halo, where I have horror stories of being trash talked into yesterday by an eight-year-old who apparently had romantic interests in my mom. DBO's FTB alone is a great example of the openness of the community. :)
There are definitely differences in the community, and I think the lack of in-game stories have hurt story discussion especially, but all my real interactions (aka not reading random comments from jackasses on Reddit) with the Destiny community has been positive and creative and fun, especially for a game that just came out last year. I get to meet a lot enthusiastic players at cons who stumble upon the fanart in my portfolio, and I see real-life Hunters walking by my table. It's awesome.
And I hope the community only continues to grow. I'd love to make and post more Destiny art here, and figure out contests or something to help bring or generate more here in the future.
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Difference in community
I'm a bit tired of seeing people say things like this. I don't personally have a problem with the way Destiny has implemented microtransactions. I don't have a problem with them selling Sparks of Light (other than $30 being a huge ripoff). Hell, I wouldn't have a problem you could straight out buy exotics for money, or pay to immediately get a character to 320 Light. The fact is, if someone did that, it wouldn't affect you or the way you play.
You are wrong. It would absolutely affect everybody who doesn't pay.
Just look at the very specific example that already exists: the subclasses. That third subclass levels WAY slower than the other two. This is due to a lot of things like changes to bounty exp, and rewards for various activities. But still isn't it suspicious that first there were Exotic class items that leveled your subclass 25% faster (which you had to pay for), and now a way to do it by paying directly? Huh. You don't think the fact that the subclasses level slowly now has anything to do with those offerings do you? No way, can't be.
That's the point of the article. Instead of fixing 'frictions' they have you pay to get around them. Net loss for everybody else, since the frictions are still in the game instead of not. With microtransactions, people who don't pay have to deal with the frictions.
I've made this crystal clear in the past. Pete the Duck knows!
My time is really super valuable - more than ever in fact. I purposely do not go to theatres that play ads before the film (trailers are okay), I do not watch live television, I block ads on the internet, and generally do everything I can just to have a great experience when I want to entertain myself and not be intruded upon. It pisses me off when my leisure time is interrupted because someone wants to make a buck.
But this is worse, because my leisure time is actively worse. It's like going to see a movie, and having people talk in the theatre. Rather than kickign them out or shutting them up, the management says "Well, you can pay extra to go to our no talking theatre".
Sound ridiculous? That's exactly the same thing as paying to bypass 'frictions'.
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There are differences, but the community is strong. *IMG*
And its not just visual art that have found new channels. The 'fun' part of the community, for me, now unintentionally happens more on Twitter and Facebook than here. For every multi-paragraph rambling essay (that afterwards I cant remember why I wrote it) that I post here there is 20 messages on social media asking Beorn what made him cry laughing while we were Sparrow racing. It's different, but it's not less.
Thank you for that perspective. I am not big on social media because I see the interactions as brief. A fansite like HBO is a much more permanent presence if that makes sense. I don't know if that completely explains it, because other communities have not… shifted the way Destiny's has, in terms of presence and content. But it probably has something to do with it.
And I hope the community only continues to grow. I'd love to make and post more Destiny art here, and figure out contests or something to help bring or generate more here in the future.
You should just do it :-p
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Destiny: The Taking King. ;-)
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There are differences, but the community is strong. *IMG*
And its not just visual art that have found new channels. The 'fun' part of the community, for me, now unintentionally happens more on Twitter and Facebook than here. For every multi-paragraph rambling essay (that afterwards I cant remember why I wrote it) that I post here there is 20 messages on social media asking Beorn what made him cry laughing while we were Sparrow racing. It's different, but it's not less.
Thank you for that perspective. I am not big on social media because I see the interactions as brief. A fansite like HBO is a much more permanent presence if that makes sense. I don't know if that completely explains it, because other communities have not… shifted the way Destiny's has, in terms of presence and content. But it probably has something to do with it.
Well, I certainly wasn't trying to say these newer platforms were actually better than Claude's creations. ;) I think there's plenty of things wrong with social media, too - just the format and restrictions of Twitter alone is infuriating! But I use a lot of plugins and things to cut out the ads and trends, etc to try and just focus on the actual human interaction (which can be fun and inspiring like I mentioned in the last post). It helps not having a smart phone, too, so it hasn't invaded my life completely yet. But as a freelance artist trying to get my comics out there, I kind of have to use social media in this day and age, despite all the downsides of it. Thankfully I can pour my frustrations with it into my hypocritical art!
And I hope the community only continues to grow. I'd love to make and post more Destiny art here, and figure out contests or something to help bring or generate more here in the future.
You should just do it :-p
If only I had subservient clones or a time machine, I would! But I need to get more of my own ideas out there in the wild before I can do more fanart. :)
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I don't like it as much either.
I agree with you, Cody.
I also think a benefit of a place like Bungie.org is permanence and history. For example, a friend of mine is super into Top Gear. She follows some Tumblrs and the Top Gear subreddit...and yet on a regular basis, she sends me a GIF of an event that happened on Top Gear and asks me what episode it was. She hasn't seen all the episodes, despite spending tons of time in Top Gear communities online. The problem? She got into it after Final Gear went down.
A friend of mine is into Avril. She regularly finds out new things about her, stuff shared on Avrilbandaids.com that I found out about in like my first two weeks there. But Bandaids is gone. New fans who start becoming obsessive with subjects are now often limited to the zeitgeist.
The real loss, in my opinion, is personal interactions with the people who aren't creators. Yes, people follow Hedge. Yes, people follow people on Tumblr who make Sherlock GIFs. But, on HBO, Wu put a news article up, linked to a thread, and there you have a couple dozen dudes. You get to know them as people, even if they don't create things.
Case in point: me. I'm about 98% shitposter. I don't add much to any conversation I take part in here, and I barely create threads that are worthwhile. And yet, you all know me. I've made lots of friends here. With the exception of only a few old timers who may remember me from 10 years ago, everyone here is new since I took time off games. I take part in the Destiny subreddit fairly frequently, and I've made ZERO friends there in the same time.
Potential creators also lose motivation easily in our current community. Let's say I want to draw some cool stuff or make a cool video, or do some crazy Mike Miller Legend shit. I do it once, and probably nobody cares. Why do it again? I don't know the name of the guy who soloed Oryx hard mode, for example. I can name literally 4 Destiny players of renown, 75% of whom I know only because Bungie had them in a video reveal. What do they create? Nothing, really. They just make gameplay videos that are pretty much thrown away immediately. They aren't created to be works of art themselves or to have any relevance beyond the moment. Literally 100% of us could do that (although guys like TripleWreck are really good). How many big deal Halo players could we name from 2002 or 2003? And for what reasons are they famous? In general, it's for actually doing something.
Then you have some guys who are stupid talented doing great stuff on the subreddit and nobody gives two shits, and nobody knows who they are. Unfortunately, fame is a huge motivator for people. Using Tumblr, Twitter, Reddit, or Facebook, it's often content first, people second. People don't make 4 minute long Destiny videos of their best moments, because nobody will care. They make 21 second long clips with no sound of a particular funny thing. Why put in the effort if nobody cares?
That said, if the content is inextricably linked to the person, Twitter and Facebook cannot be beaten. For example, artwork, or personal writing. Good luck exploring the subject though.
Twitter is great if you want people to bring you things to look at. Websites like HBO are great if you want to discover things to look at on your own.
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A treatise on character levels in RPGs
Character level does serve a purpose in an RPG environment. It allows you to know a relative power level for your character, and for the enemies around you. They will not always relate directly (a level 1 player is often stronger than several level 1 non-players combined) but the balance should be easy enough to figure out that a player can quickly gauge, from level alone, whether or not an encounter is worth attempting.
Thus, if you are a level 10 character, and you encounter three level 5 npcs, you can quickly assume that you can dispatch all three with ease and a minimal use of skills. What if all three are level 10? Perhaps you know you need to use some ability cooldowns, but otherwise should have no trouble. Level 15 npcs? Pull out the limited use items, play to the maximum of your ability, and you have a chance to prevail. Level 20? RUN!!!
Character leveling then provides a player with a means of fine-tuning the difficulty of any game to their own personal tastes. A player looking for an easy romp can simply level past the content they are in and crush the world without fear. A player in search of a challenge can intentionally remain under-leveled and go after bigger game. Leveling generally finds its own balance for each player: As you encounter harder and harder encounters, you will eventually reach the limit of your ability, and have to go back to level up a bit before progressing onwards.
This adds to replayability, and the option to assault challenges previously to difficult to overcome remains constantly available to the player, and as player skill increases, that player can push the envelope ever further.
Of note, a game with this sort of character vs. monster level design will never require a difficulty setting.
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Which brings me to modern day RPGs. Many use "scaling monsters." If you gain level, then the monsters gain level. In these games, the player is not able to determine if enemies present a challenge or not based on level vs. level comparisons, nor is the player able to intentionally out-level content they are having trouble with or approach encounters while underleveled in order to challenge themselves. In my professional opinion, scaling monsters is a fucking awful idea. Fucking. Awful. I simply can't say it emphatically enough. Scaling monsters to character level breaks one of the fundamental and most interesting features of RPG video games: That players can set their own difficulty as they play by pacing the rate at which they level up to match their desire for a challenge.
At this point, why even have character levels? They don't allow you to know anything about yourself or your enemies. What's the point? Well, they do two things which are important in freemium and pay for play style games: They give the player a potentially addictive sense of progression, and they gate off certain items or areas from access until the player achieves a set level, artificially adding to the amount of play time that must be spent "grinding" between content areas. in short, they make you play the game more, and probably buy more stuff to do so (such as monthly subscriptions, or expansion packs, or microtransactions). But they no longer serve an actual "gameplay" purpose at this point. Rather, they serve a "gate and grind" purpose, extending gameplay past where it would otherwise terminate.
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In my opinion, the best game I've ever played in terms of monster level vs. character level comparison is Diablo 2. The worst game I've ever played in terms of scaling monsters is Elder Scrolls: Oblivion.
Destiny is a weird mix, because the scaling is decent while you're leveling up, and once you hit level 40, it's still not bad while you level up the light on your gear, until you hit 280 light (or the "endgame") at which point it becomes complete and utter horseshit. Because monsters of a lower level all scale up to meet you, you can never really "out level" content in Destiny, which is nice if you like a challenge but dumb if you want to just fart around for a while. The flip side however - monsters of such high level that you cannot physically ever match them, let alone out level them - is also present, and is stupid. It's artificially inflating the difficulty of a thing simply by forcing the players into an underleveled situation. Again, this undermines the basic value of character levels: if you're going to dictate difficulty, the only reason to include levels is to gate content and / or hook players based on the addictive (and false) value of "leveling up."
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All of that being said, content gating can be used in a non-abusive way. I can imagine a game where you want to force players to do the tutorial, so you gate off the main game action until you're level 2. But there are almost always better ways to do these things that are more narrative driven, or present the player with a real choice. Maybe the tutorial is optional, but provides the player with a really cool sword at the end (which you tell them about before starting it), so the player can decide if they think it is worthwhile or not. Maybe the tutorial is a small quest to get a key that unlocks the town gate, etc etc.. Level gating can also be used to prevent players from using certain powerful items, but - again - I find that it is usually better to gate content behind player accomplishments (defeat the wizard in the fire tower to learn how to equip the cloak of Aether) rather than pure player level (requiring level 100 to equip the sword of Ultimate Destruction could mean you did a bunch of awesome stuff and slew some dragons and saw great lands and did great deeds, or it could mean you killed 100000000 boars in the starting town and are a boring dick stabber).
Using leveling up purely as an addition fueling mechanic is abusive and shitty no matter how you slice it. Game designers should be better humans than that, even when their corporate overlords demand it.
Any time you can pay money to "make X happen NOW" that's the game designer admitting that the only reason X takes so long is shitty money grubbing design. And level skip items for money fall into this category. I'm sorry, but this is really putting the cart before the ox. Bungie is asking players to pay them extra in order to skip portions of the game Bungie made. Is your game so shitty that PEOPLE WILL PAY YOU NOT TO PLAY IT? I'm really sad. Why don't you make that section of the game fun, instead? That would be the good guy thing to do.
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^^^ This. 100% correct.
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^^^ Agreed.
Sadly, I totally pay extra to go to the assigned seat, we kick people out who talk, refunds if the quality is off, movie starts on time theater. Ahh the Arclight. I'm never going back to anything else.
+9001
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A treatise on character levels in RPGs
Character leveling then provides a player with a means of fine-tuning the difficulty of any game to their own personal tastes.
You could have just done that with a difficulty selector. Very easy, easy, normal, hard, very hard. This already gives you the ability to pick your difficulty. This of course requires the game designers to make sure their range of difficulties is appropriate, so really you are saying that the players should be tasked with the job the developer is supposed to do.
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A treatise on character levels in RPGs
Character leveling then provides a player with a means of fine-tuning the difficulty of any game to their own personal tastes.
You could have just done that with a difficulty selector. Very easy, easy, normal, hard, very hard. This already gives you the ability to pick your difficulty. This of course requires the game designers to make sure their range of difficulties is appropriate, so really you are saying that the players should be tasked with the job the developer is supposed to do.
Eh... no. Cody. Come on, man! The point is that character vs. monster level provides moment to moment "feel" based difficulty tuning rather than requiring gameplay pausing menu searching. At the same time that it keeps difficulty tuning within the confines of actual live gameplay, it also provides a metric for emergent competition ("clear the sewers before level 10" or "wow, this guy in chat cleared the tower before level 60. He must be awesome.") that's more varied and tangible to the average player.
If a video game only had 4 character levels, then I guess it would be an analogue to the old difficulty selector, but having upwards of 50 levels in most games gives you a far finer scale for tuning difficulty.
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Good post.
Case in point: me. I'm about 98% shitposter. I don't add much to any conversation I take part in here, and I barely create threads that are worthwhile. And yet, you all know me. I've made lots of friends here. With the exception of only a few old timers who may remember me from 10 years ago, everyone here is new since I took time off games. I take part in the Destiny subreddit fairly frequently, and I've made ZERO friends there in the same time.
I can echo that sentiment pretty much exactly. I post quite a bit here, but I don't actually contribute a whole lot. I will say, however, that a place like DBO or HBO can be intimidating for a new person. It's no one's fault, really, but it can definitely feel like a cool kids club that you're not a part of for someone new. I remember feeling like that at HBO in 2002ish when I first found the place. Hell, it still feels like that sometimes, just based on the fact that so many of the folks around here have actually met in person, been to some of the old Halo LAN meetups, met up at things like PAX, etc, and I've never been able to make it out to those events. Again, it's not anyone's fault, and it's not even close to a big deal. It's just human nature to feel left out, sometimes, I think.
Why put in the effort if nobody cares?
That's shitty, but probably true. It shouldn't really be a motivator for anyone to create something, but I realize it often probably is. I hope no one thinks we don't care around here, though! I'd love to see more stuff, be it fiction, art, videos, haiku, whatever!
Twitter is great if you want people to bring you things to look at. Websites like HBO are great if you want to discover things to look at on your own.
That's why I love this place (and HBO, too). HBO was a haven for amazing things happening around Halo back during the Halo 2 era. There was no better place to find wild speculation, cool art, cool fiction, and general bullshittery. Also, I have made it a point to completely avoid regular social media like twitter and facebook, because it was more detrimental to beneficial to me personally, so I miss any cool stuff that might happen there. I browse r/destinythegame, too, because neat stuff does get posted there, but like you said, I don't know anyone over there. Even though I've never met any DBOers in real life, I feel like I know most of you decently well, and that connection is what makes this place important.
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Difference in community
I'll admit that I hadn't really thought about Destiny in particular in that light. I don't think Destiny is that bad in that regard. Not yet, but I guess the beginning stages are definitely there.
At this moment, the grind isn't bad enough for it to be an issue, but the minute it's bad enough that paying to skip it seems enticing is probably the day I stop playing altogether.
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On Tutorials . . .
I really like the way Divinity Original Sin handled the tutorial. It's an optional dungeon right at the start of the game. You do one fight with some characters that emerge from that dungeon. After you defeat them, the game tells you you can go into the dungeon for the tutorial, or you can proceed to town to start the game proper. The dungeon doesn't give you an unique items or anything, but it does have a decent stock of helpful items (some scrolls, magic arrows, potions, etc.), and it actually does a good job of teaching you the basics in an engaging way: it would be a fun (albeit short) dungeon without the tutorial tacked on top of it.
I'll also echo that Oblivion's level scaling sucked pretty hard. Coming off of Morrowind's system (which did have some level scaling, if I remember correctly), it was awful. Absolutely everything in Oblivion scaled. You literally could not find a monster that was too difficult for your character's level.
My favorite part of Morrowind was going immediately to Ghostgate (not an easy journey for a level 1 character) and stealing the full set of glass armor there.
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A treatise on character levels in RPGs
Oblivion was terrible at the scaling, but it was neat that certain level milestones unlocked new enemies and loot.
Fallout 4 is a much better example. There is no real "scaling", but if you see an enemy with a skull next to his name, it means that he is much stronger than you, but most of the time, it's possible to kill them. Also, the further South you go on the map, the tougher the enemies tend to be. You can decide what you want to do for challenge, and if it's too much, you can leave and come back later. I opted to go as far from the starting point as possible, and I encountered a huge island filled with Mirelurks (including a king and Queen). I was woefully outmatched, but as I avoided them all, I was able to piece together the mystery of the island, and managed to outwit and kill all of the enemies. My reward? A giant island to build on as a settlement, overflowing with resources.
I loved that. I wish Destiny had more stuff like this, where you chip away at a difficult boss while piecing together a puzzle that nets you a great reward... Hmmm....
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A treatise on character levels in RPGs
One of the positive side effects of Destiny's system is you can always play with friends without ruining their day by vaporizing every enemy in sight just by glancing at them funny. But, at the same time, it allows for encounters and areas to go from impossible, to difficult, to merely challenging as you become more powerful over time.
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Difference in community
Why was the Halo community considerably more open, fun, and creative than the Destiny community?
This is a point that seems to get brought up fairly often. I'm not convinced that it is true at all. In my experience, a great deal of the Halo community has always been quite antagonistic. I'm generally not crazy about playing with randoms in any game, but I've had more fun and positive experiences playing with strangers in Destiny than any other game before it. The community has come together, inside and outside of the game, in a way I've never seen before.
Now if we're speaking specifically about the "creative" portion of this statement, I can see where you're coming from. It does feel like there is a bit less player-created content surrounding Destiny than there was around Halo. And I think the reason is very simple: Destiny fans spend more time playing the game than Halo fans ever did. Speaking as someone who spent thousands of hours creating machinima, forge creations, tutorials and montages, one of the reasons I did all of that is because my interest and love of Halo exceeded the amount of game that was available for me to play.
Today, I have plenty of ideas for Destiny-related projects. Some small, some large. But any time I have the opportunity to sit down and work on them, I find myself saying "I really just want to play Destiny". It's really not as gloomy or nefarious as some people might make it out to be.