Rise of Iron, Warframe and Having Fun (Gaming)

by Mad_Stylus, Friday, August 19, 2016, 06:42 (2810 days ago) @ Ragashingo

I'd honestly sworn off the Iron Banner for a while before I stopped. To me, it represented the grindiest, most aggrevating aspects of Destiny PVP. Failings of which I'd imagine people could write entire books about, to be honest. The Light system would have been a perfect tool to separate PVE weapons from PVP weapons right from the outset.

Every RPG, and many games out of that genre, are going to reward repetitive tasks by the player. Any game is going to have, by design, a finite amount of content. The trick, then, is the Grind Perception. Wether the task feels like a chore or not. I've felt the biggest mark is how out of your way of standard gameplay you feel like you have to go.

Destiny's investment system aggrevates an already existing problem: A general lack of breadth in content. Which brings me to a point I ought to have brought up in the main post.

Mission Variety.

The first part of Warframes better stance on making missions less repetitive is the dynamic levels and enemy arrangement. Destiny, after a point, I can practically do a mission/strike/patrol by heart. Turn the corner, aim up a few degrees and make a sweep of headshots. I know to jump and dodge an enemy flanking just because I've been through the scenario so many times.

But what really sold me is that Warframe has several different mission types.

For example:

Exterminate: Go in, kill all enemies on the map.

Assasination: Boss fight.

Rescue: Breach an enemy cell block and rescue a VIP, then escort them to extraction.

Spy: Sneak into enemy security centers and hack their computers.

Defense: Defend a centrally important object.

So on.

In Destiny, we appear to have mission variety, but when you break it down, its a series of halls with enemies to kill and some buttons to press.

We never actually DEFEND a point. Our Ghost hacks a door, and enemies spawn in. They never actually notice him, or attack. We dont have to use stealth or cunning to steal something they don't want us to have. So on.

When I play these levels, I feel like I'm working to a specific task as opposed to just emptying out a series of corridors. Thats not to say wanton carnage is terrible, mind. Only that we start falling into gameplay patterns that repeat and repeat and repeat.

Their are levels of depths to this. A lot of WF players breeze through missions like we do in Destiny. But this makes it easier to NOT just regard it as a stage to speedrun. Especially since I can set my matchmaking to solo. Unlike in Destiny, I can pause the game and take my sweet time if I want. Little detail, makes a lot of difference.

If you took the better parts of these systems and gave it Destiny's core gameplay - The running, gunning, super moves - you might literally have a perfect game.


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