Avatar

Losing the plot. (Destiny)

by Kahzgul, Saturday, September 24, 2016, 15:02 (2981 days ago) @ narcogen

I hear what you're saying, but disagree that having your actions affect the game world isn't possible. In WoW they did instanced versions of entire zones, so that when you first arrived there was a great war, and when you finished all the quests half the zone was peaceful and the rest had mostly stabilized. Destiny has players as hosts, essentially, so there's no reason why the player data of the fireteam leader couldn't dictate which sorts of enemies appeared in patrol, or how powerful they were. Or they could even get sillier with it, and have defeating sepiks give you a 20 minute buff that made other fallen run away from you (or seek you out, specifically, for vengeance). There are loads of ways to give the player a sense of progression.

In even simpler terms, the VO lines in the tower could change as you progress through the story (and a couple did when we killed Crota, so this tech is already in the game), so that the chatter you hear could be super worried at the start of the game and then calm down a little as you progress, while also recounting your successes.

Anyway, my point was to illustrate how simplistic the storytelling in Destiny is, and not so much to debate the finer points of crafting a story.


Complete thread:

 RSS Feed of thread