
Story Structure: What went wrong (Destiny)
by Cody Miller , Music of the Spheres - Never Forgot, Saturday, September 27, 2014, 15:36 (3947 days ago)
First, let's talk about what actually comprises Destiny's main narrative. The main narrative is meeting the exo stranger, and destroying the heart of the Black Garden. There are tons of story missions and strikes, but only a few actually move this story forward. They are:
1. A Guardian Rises - You are brought back to life kicking off the story and getting your ship
2. Restoration - Get your ship a warp drive
3. The Dark Within - The Hive are on Earth! This gets you curious to go to the moon.
4. Chamber of Night - You get the call from the Exo Stranger leading you to Venus
5. A Stranger’s Call - You meet and the Exo Stranger tells you to go to the Queen.
6. The Awoken - The Queen tells you to kill the gate lord.
7. Eye of a Gate Lord - You kill the gate lord, getting the eye.
8. The Buried City - Charge the eye
9. The Black Garden - Use the charged eye to enter the black garden and Destroy the heart.
That's it. All other missions are unnecessary to the main plot. 9/32 are part of the main narrative.
That looks bad, but that's not the problem. Sub-plots are common in narrative, in which plot threads other than the main one branch off. The key, is that they recombine at some later time. Look at Empire Strikes back:
You have Luke's plot, and then you have the sub-plot involving Han, Leia, and the others. Notice how the sub-plot feeds back into the main narrative twice: once when Luke sees the future where his friends are being tortured, leading him to cloud city, and a second time when they rescue him. Luke's story would have been over had these intersections not occurred (or it would have been significantly different).
You can get more complicated, and have sub-plots within sub-plots that then recombine into the original sub-plot if you like.
So it's fine to have branches and subplots, so long as they matter and eventually feed back into your main narrative. But how does Destiny look?
Oops. This is a problem. All these other story missions are just loose branches that don't resolve. You can have your sub-plots not resolve until later, which is fine and what happens in tons of TV shows, but Destiny has so many that branch off and never reconnect. In addition to the sheer number, many are just one offs that never go anywhere at all.
This is a major reason Destiny's story felt bad. You have a main narrative that is relatively short and simple, but not helped in any way by the remaining story missions. Everything is completely disconnected from everything else. We don't have all these story mission combining into maybe one or two sub-plots that cross back into the main narrative, and possibly branch off again to give something to resolve later. We have a complete jumbled clusterfuck. This is why nothing felt good.
Here is what a good Destiny story could have looked like:
Notice now the subplots on Earth, Moon, Venus, and Mars all either directly tie back into the narrative, or indirectly by tying back into another sub-plot which does. Notice also how some elements don't resolve so there's still things to tackle next game, but most does. This is how it needed to be.
Of course, one major problem is the strikes HAVE to be one offs, since players without PSN+ or XBL Gold can't play them. Strikes cannot therefore be integrated into the story in any significant way. The solution is either to require PSN+ / XBL Gold to play the game at all, or else eliminate the requirement only for strikes.
How nobody at Bungie did this when there are so many whiteboards is beyond me.

Story Structure: What went wrong
by ncsuDuncan , Saturday, September 27, 2014, 16:03 (3947 days ago) @ Cody Miller
Just a quick note, I recall on of the Mars missions furthers the story with Rasputin a bit...
The difference between Destiny and Empire Strikes Back is that ESB didn't have the potential for additional story content being released a few months later (via the same medium, at least).
That doesn't excuse Destiny's weak main narrative though.
Story Structure: What went wrong
by petetheduck, Saturday, September 27, 2014, 17:19 (3947 days ago) @ ncsuDuncan
Just a quick note, I recall on of the Mars missions furthers the story with Rasputin a bit...
That, and there's also the larger narrative--maybe I should call it a timeline, unrelated to the main story. All the missions and Strikes feed in to that--it's not like they're completely, absolutely unrelated to one another. There are things happening in the Destiny universe. It does require a lot of digging--I'm looking forward to the community analysis on that that comes out once the community stops grumbling and decides to embrace what Destiny does offer ;-).
Story Structure: What went wrong
by Avateur , Saturday, September 27, 2014, 19:08 (3947 days ago) @ petetheduck
Just a quick note, I recall on of the Mars missions furthers the story with Rasputin a bit...
That, and there's also the larger narrative--maybe I should call it a timeline, unrelated to the main story. All the missions and Strikes feed in to that--it's not like they're completely, absolutely unrelated to one another. There are things happening in the Destiny universe. It does require a lot of digging--I'm looking forward to the community analysis on that that comes out once the community stops grumbling and decides to embrace what Destiny does offer ;-).
There is no larger narrative. This game has just about no narrative. Even the smaller story missions have just about no connections to one another. Same with most of the Strikes. There's a big bad guy we need to kill. Somehow no one has ever managed to locate or kill any of these guys. They're now found and we killed them. Yay. But there are many others out there, and we will find them and kill them, too!
That's not narrative, just going around killing things. We've seen nothing of the City. No regular humans. Nothing is at stake in this game in any way, shape, or form. All we hear about constantly are the dangers to the city and the enemies banging at the Walls that surround it. I have yet to see anything truly doing that. I haven't seen any humans dying. No one has busted through the Wall and done some damage before being repelled. Even the Black Garden is whatever. We have to take other peoples' words for it that there is this clear and present danger if we don't stop this stuff, but there quite clearly isn't. Even the Grimoire seems to state that the darkness in the Black Garden didn't have much power or energy to effectively deal with us. What kind of dangerous threat is that?
There's your analysis of some of the things we've seen so far.
Story Structure: What went wrong
by petetheduck, Saturday, September 27, 2014, 19:19 (3947 days ago) @ Avateur
Just a quick note, I recall on of the Mars missions furthers the story with Rasputin a bit...
That, and there's also the larger narrative--maybe I should call it a timeline, unrelated to the main story. All the missions and Strikes feed in to that--it's not like they're completely, absolutely unrelated to one another. There are things happening in the Destiny universe. It does require a lot of digging--I'm looking forward to the community analysis on that that comes out once the community stops grumbling and decides to embrace what Destiny does offer ;-).
There is no larger narrative. This game has just about no narrative. Even the smaller story missions have just about no connections to one another. Same with most of the Strikes. There's a big bad guy we need to kill. Somehow no one has ever managed to locate or kill any of these guys. They're now found and we killed them. Yay. But there are many others out there, and we will find them and kill them, too!That's not narrative, just going around killing things. We've seen nothing of the City. No regular humans. Nothing is at stake in this game in any way, shape, or form. All we hear about constantly are the dangers to the city and the enemies banging at the Walls that surround it. I have yet to see anything truly doing that. I haven't seen any humans dying. No one has busted through the Wall and done some damage before being repelled. Even the Black Garden is whatever. We have to take other peoples' words for it that there is this clear and present danger if we don't stop this stuff, but there quite clearly isn't. Even the Grimoire seems to state that the darkness in the Black Garden didn't have much power or energy to effectively deal with us. What kind of dangerous threat is that?
There's your analysis of some of the things we've seen so far.
Today is not the day, clearly :P
Story Structure: What went wrong
by Avateur , Saturday, September 27, 2014, 19:21 (3947 days ago) @ petetheduck
You can wish that an apple is a duck all you want, but at the end of the day it will still be an apple. You want the community not to grumble and to take this game as it is. Well, the narrative as it is is what Bungie gave us, and unfortunately, it's not much. Ragashingo's post down there is freaking awesome (and for some reason my reply to it got flagged as spam), but for the moment just pure speculation that hopefully will be rewarded later on down the line.
Story Structure: What went wrong
by petetheduck, Saturday, September 27, 2014, 19:30 (3947 days ago) @ Avateur
You can wish that an apple is a duck all you want, but at the end of the day it will still be an apple. You want the community not to grumble and to take this game as it is. Well, the narrative as it is is what Bungie gave us, and unfortunately, it's not much. Ragashingo's post down there is freaking awesome (and for some reason my reply to it got flagged as spam), but for the moment just pure speculation that hopefully will be rewarded later on down the line.
I want to clarify that I don't want to silence the grumble that there isn't a duck, but rather I'm expecting it to eventually end on its own and for people to focus on the apple that is here. I could just be unreasonably optimistic though.
Unless Bungie starts throwing ducks at us and makes everyone happy.
I would love to see an Ascendant Justice pop up for Destiny. There's plenty of things to love in Destiny, --plenty to hate too, but I prefer to focus on the good.
Petetheapple?
by someotherguy, Hertfordshire, England, Sunday, September 28, 2014, 04:00 (3946 days ago) @ petetheduck
- No text -

Story Structure: What went wrong
by Ragashingo , Official DBO Cryptarch, Saturday, September 27, 2014, 20:11 (3947 days ago) @ Avateur
Just a quick note, I recall on of the Mars missions furthers the story with Rasputin a bit...
That, and there's also the larger narrative--maybe I should call it a timeline, unrelated to the main story. All the missions and Strikes feed in to that--it's not like they're completely, absolutely unrelated to one another. There are things happening in the Destiny universe. It does require a lot of digging--I'm looking forward to the community analysis on that that comes out once the community stops grumbling and decides to embrace what Destiny does offer ;-).
There is no larger narrative. This game has just about no narrative. Even the smaller story missions have just about no connections to one another. Same with most of the Strikes. There's a big bad guy we need to kill. Somehow no one has ever managed to locate or kill any of these guys. They're now found and we killed them. Yay. But there are many others out there, and we will find them and kill them, too!That's not narrative, just going around killing things. We've seen nothing of the City. No regular humans. Nothing is at stake in this game in any way, shape, or form. All we hear about constantly are the dangers to the city and the enemies banging at the Walls that surround it. I have yet to see anything truly doing that. I haven't seen any humans dying. No one has busted through the Wall and done some damage before being repelled. Even the Black Garden is whatever. We have to take other peoples' words for it that there is this clear and present danger if we don't stop this stuff, but there quite clearly isn't. Even the Grimoire seems to state that the darkness in the Black Garden didn't have much power or energy to effectively deal with us. What kind of dangerous threat is that?
There's your analysis of some of the things we've seen so far.
While I think you are right that the game doesn't give nearly a good enough sense of danger, I do think the missions connect and flow in an order:
Earth:
1. Wake up reborn as a Guardian
2. Go back to where you were to get a NLS drive for your ship. - Only then is traveling to any other planet possible.
3. Investigate what has the Fallen all excited. - Find out it's the lost Warmind, Rasputin.
4. Try and see what Rasputin is up to. - Inadvertently connecting him to an array facility which he uses to take over portions of an AI on Mars, possibly even a Mars Warmind itself!
Moon:
1. Head to the moon to track down a Guardian who was investigating the Hive.
2 - 4. Disrupt the Hive's war preparations by stopping their attack on The Traveler, by trying to destroy Crota's sword, by destroying a major Hive power source.
5. Get a mysterious communication that leads you to Venus.
Venus:
1. Encounter the Vex.
2. Consult the Awoken as to how to stop the Vex.
3. Research a Vex mind core looking for a way to get to a Gate Lord.
4. Exploit that weakness and kill a Gate Lord
5. Learn that the Black Garden and the evil connected to the Vex within it are on Mars.
Mars:
1. Create something of a beachhead by disrupting the Cabal's complete lockdown of Meridian Bay
2. Fight through the Cabal to a way to fix the Gate Lord's eye.
3. Enter the Black Garden.
4. Destroy the Garden's dark heart, returning the Black Garden to Mars from its position in a Vex pocket world.
Ending:
1. The Traveler is, for the first time in centuries, on the mend.
2. For good or bad you have something of an alliance with the Exo Stranger.
Yeah, you can play it a bit out of order, but mostly the mission unlock or are level rated in the above order, with the Strikes and a few side missions not so connected to that main story. One of the problem is it is hard to take, say, an all channels message from the Speaker seriously when he's ordering all available Guardians to save The Traveler from a Hive ritual... when it is delivered via generic loading screen. That you were the Guardian to accomplish the task isn't so bad. The Master Chief happened to be the one Spartan who saved the universe a few times. The problem is Destiny's lack of showing and implied urgency and story reinforcement that comes from trying to squeeze the story into short voice overs.
Again, I love the universe, but just shake my head at the way the story was relayed to us. We don't necessarily need cutscene after cutscene, Halo got by more often that one would think with Cortana briefly chiming in at just the right time, but it needs more of something... and more cutscenes are an obvious way to provide that something.

Story Structure: What went wrong
by ZackDark , Not behind you. NO! Don't look., Saturday, September 27, 2014, 20:36 (3946 days ago) @ Ragashingo
That you were the Guardian to accomplish the task isn't so bad. The Master Chief happened to be the one Spartan who saved the universe a few times. The problem is Destiny's lack of showing and implied urgency and story reinforcement that comes from trying to squeeze the story into short voice overs.
I've found out that pretending it is not the exact same Guardian every time makes things more interesting.
Like, for example, when you find out about Rasputin in the first place. As you are debriefing on the Tower, the Vanguard immediately contact another Guardian who is on patrol in Old Russia to go and shut down the Fallen's efforts. Breaks a bit the "become legend" tagline, but makes the Vanguard and the immediateness of the actions a lot more believable.

Story Structure: What went wrong
by Ragashingo , Official DBO Cryptarch, Saturday, September 27, 2014, 21:06 (3946 days ago) @ ZackDark
All my Guardians are named. Besides, they'd just happen to be wearing the same clothes? :p Maybe if I played with each of my Guardians in turn at the right times...

Story Structure: What went wrong
by ZackDark , Not behind you. NO! Don't look., Saturday, September 27, 2014, 22:14 (3946 days ago) @ Ragashingo
All my Guardians are named. Besides, they'd just happen to be wearing the same clothes? :p Maybe if I played with each of my Guardians in turn at the right times...
Yeah, it takes a lot of hand-waving and clearly isn't what is expected of us from Bungie, but it helped me. :)

Story Structure: What went wrong
by Jillybean, Sunday, September 28, 2014, 02:52 (3946 days ago) @ Avateur
Idea for a raid:
The wall falls, you've got to figure out a way of protecting that part of the city, rebuilding the wall, and defending the human refugees - depending on how you play you get different kinds of rewards, and failure results in massive population loss.
It's EASY to make people care about things, Assassins Creed has been using very boring mechanics to make you care about your home base for months now.
The most fun I've been having with Destiny is the Queens bounties, not because the gameplay is more fun, but because I love the Queen and I love the idea of gaining her story favour. Just that tiny bit of investment suddenly makes Destiny compelling for me (compelling enough to kill Ole Sepsis face three times)

Story Structure: What went wrong
by Jillybean, Sunday, September 28, 2014, 02:48 (3946 days ago) @ ncsuDuncan
The difference between Destiny and Empire Strikes Back is that ESB didn't have the potential for additional story content being released a few months later (via the same medium, at least).
Except for that whole 'Return of the Jedi' thing . . .
ESB is an excellent example because it's the hardest part of a story to tell, the middle, where you have no real beginning and no real conclusion, and yet its frequently held up as the best Star Wars film (and all those who disagree are wrong).

Story Structure: What went wrong
by RaichuKFM , Northeastern Ohio, Saturday, September 27, 2014, 16:13 (3947 days ago) @ Cody Miller
Unless they're planning to have a bunch of the seemingly loose ends converge at some point in the future where it turns out they were all related, you're pretty much entirely correct here. Well, in my opinion, which makes it odd that I used the word "correct" which is an objective measure but... Words can be hard, okay?

Story Structure: What went wrong
by Ragashingo , Official DBO Cryptarch, Saturday, September 27, 2014, 16:48 (3947 days ago) @ Cody Miller
Well, two things:
1. As it stands I am disappointed in Destiny's story. The core narrative (killing the dark heart of the Black Garden) was both short and its relevance was not well explained. In point two below I'm going to argue that having a lot of thread is not bad in itself because it opens the door to lots of great possibilities... except... I can't play any of those now. As of right now I am dissappointed. Surely there is a place on the good-bad range of game storytelling where you can leave your audience wanting more without disappointing them (too much) in the short term! Mass Effect too had many subplots, but it had enough content and cutscenes and endings along the way that it felt satisfying even as several story threads carried from game to game.
2. On the other hand, Destiny's universe is very cool. Bring in the Grimoire and consider all the subplots that are going on and there's just a ton of potential and possibility to be built upon. For instance:
- Rasputin, our most powerful Warmind waged a losing war against The Darkness, but then (maybe) abandoned the war and let Humanity die and The Traveler get badly hurt all so he could save himself. In game we have now seen him take over a powerful communications array and a system in the Clovis Bray tower that was said to connect to the Mars Warmind. It seems likely Mars isn't the only place he will expand to. - Great possibilities there.
- The Hive, we learn in game, were not just content on the Moon, but have actually been launching Seeders toward the Earth for centuries. We can see some of the results in the Grotto section of Old Russia. They might have a significant presence waiting on Earth! Waiting for what? Crota. It's made very obvious in game and in Grimoire that Crota is coming back. He drove us from the Moon with a sword... now he'll have a huge army and underground fortifications on our home turf. - Great possibilities there.
- The two Fallen houses that we have encountered so far have been decimated. I think both the House of Devils and the House of Winter have both lost their Archon Priest and their High Servitor. That's the two top branches of their leaderships. Additionally, the Queen of the Reef killed the House of Wolves Archon and is currently in command of that house. In the past, the various Fallen houses combined their forces and attacked at Twilight Gap. Interestingly, all the Grimoire stuff points to that battle as basically a loss for The City. Yeah, The City was saved, but at far too high a cost. The Fallen have serious problems right now. Might they overcome them by joining forces again? The Speaker mumbles that the Queen of the Reef is a fool to think she can control the House of Wolves. - Great possibilities there.
- The Cabal supposedly have a lot of power in reserve. Perhaps enough to be a threat to the entire system once they get worked up about their losses at Mars. They also seem to be the most reasonable of the races. They have not been offensively hostile towards The City as far as we know. Maybe they can be reasoned with? Maybe they'll blow up Mars? It's said they will go through mountains or even planets that are in their way. - Great possibilities there.
- The Vex span many star systems, can convert planets into giant machines within days, and have just lost the thing they worship. They worshiped it because the darkness at the heart of The Black Garden because it demonstrated great power that they couldn't understand. Now, The City, through us, has demonstrated greater power. What will the Vex do?! - Great possibilities there.
- The Traveler was starting to glow in the final cutscene. The things we did seem to have a positive effect on it. Is it waking up? If so will it help The City? Will it be a major part of our defense? Offense? Or will it flee or disagree with what we are doing? The Traveler no longer being silent is a very big deal. - Great possibilities there.
- The Awoken seem to have moved from isolationism to sending an emissary to The City based on our actions. They seem to know things about the Light/Dark conflict we don't know. They might have a space fleet too, if only cobbled together from all the dead ships in the area. Will they chose a side? Will it be ours? What about their running battles against The Fallen? - Great possibilities there.
- The factions of The City play a very minor role so far, but some of what their people say is interesting. Dead Orbit is building a fleet to leave the solar system. New Monarchy wants to find a king for The City. If Bungie took up those threads and pulled them to the front they might be very interesting. - Great possibilities there.
All of these things are related to the survival of humanity and the war between Light and Dark. If all these lines are extended and eventually cross over each other then Destiny could be very epic indeed. Unfortunately, the disappointing execution so far makes questions about the future of Destiny's story far more legitimate than questions about Halo's story, even if we just look at Destiny 1 vs Halo 1. :(

Story Structure: What went wrong
by narcogen
, Andover, Massachusetts, Saturday, September 27, 2014, 19:11 (3947 days ago) @ Ragashingo
All of these things are related to the survival of humanity and the war between Light and Dark. If all these lines are extended and eventually cross over each other then Destiny could be very epic indeed. Unfortunately, the disappointing execution so far makes questions about the future of Destiny's story far more legitimate than questions about Halo's story, even if we just look at Destiny 1 vs Halo 1. :(
Halo 1, I believe, was a well-executed self-contained linear story unto itself. Compromises that were made to achieve its release date did not touch this, as geometry was re-used instead of whole levels and their story events removed, as was done with Halo 2.
Destiny is not a coherent well-executed self-contained story, but I'm not sure it was intended to be, at least not by everyone working on it. Aside from the unrelated threads, the sometimes boring exposition and other problems, there's the glaring fact that while most Halo games contained within them near feature length cutscenes, a sort of sci fi action movie with the action scenes removed, and Destiny seems to clock in around 30 minutes, with the balance taken up by voiceovers on top of loading screens.
There's simply much less commitment to the standard cutscene/gameplay formula we saw used in Halo. Part of that may be that with so much of Destiny's structure being built around co-op and replay, these became difficult to contextualize. I'd say there's already too much, not too little, emotional contextualization around the events of story levels that makes repetition jarring in a way that repeat Halo level play is not.
When I replay a Halo level, the whole world is reset to a known condition. It's like flipping open a familiar book to a dog-eared page. You're reliving a moment in time-- a specific moment.
When the Speaker tells me for the umpteenth time that "Sepiks Prime cast a shadow over the city" I can't help but want to heckle him-- that Prime does so three times a night, and four times on weekends. Defeating him, at least from a narrative perspective, is meaningless and can only be meaningless. His (its?) absence alters the world in no way that extends beyond that dull voiceover. (Why Dinklage is getting dragged over the coals and Nighy is getting a free pass is beyond me.)
That only makes me wonder why the heck these kill targets have names. Once they don't have names, they're not characters-- and they're not part of the story. (This is a strike, of course, and Cody already acknowledged their special position as optional content, but the point applies equally well to all story bosses, as they all get the same treatment).
If all these targets were just referred to as a member of their rank-- a Fallen baron, a Prime servitor, a Vex Nexus (vexus?) I think I'd feel more charitable during the repetition of these voiceovers. It may be that Destiny is light on traditional cutscenes because there are so few characters to put into them-- so little of consequence actually happens. I think it may be by design, but the transition from Halo's structure is admittedly jarring. Heck, either that or procedurally generate new names for each target based on a set of rules, and leave the name out of the voiceover-- best of both worlds!

Story Structure: What went wrong
by Ragashingo , Official DBO Cryptarch, Saturday, September 27, 2014, 19:35 (3947 days ago) @ narcogen
Replaying the missions isn't the problem. The missions in Destiny are arranged in a beginning to end order, like Halo. You could stop the Prophet of Truth from Haloing the universe five times a night too if you wanted. Yes, sometimes you get a bit of choice in Destiny, but I think it's always the choice between continuing the main story or doing a logically plausible side mission. The problem is Destiny never takes the time to show you the results of your actions. At best you get a ending voiceover and a Grimoire card hidden away on your phone. This can be fixed two ways, though really both should be done:
1. Have a mission(s) unlock after a strike showing The Fallen or whoever in disarray given you just nuked their leader. This could even be done now, post release with no changes to Destiny's current missions and work.
2. Cutscenes. Show us the boss dead at our feat. Show us his forces fleeing. Show us something! Tell a complete story! All we get right now is a few lines of dialog and a short countdown... That doesn't cut it.
SHOW ME the story! CONNECT with the characters!
by Hoovaloov, Saturday, September 27, 2014, 23:22 (3946 days ago) @ narcogen
edited by Hoovaloov, Saturday, September 27, 2014, 23:35
Aside from the unrelated threads, the sometimes boring exposition and other problems, there's the glaring fact that while most Halo games contained within them near feature length cutscenes, a sort of sci fi action movie with the action scenes removed, and Destiny seems to clock in around 30 minutes, with the balance taken up by voiceovers on top of loading screens.
There's simply much less commitment to the standard cutscene/gameplay formula we saw used in Halo.
I think this is the major problem with Destiny's story. Destiny doesn't SHOW us much of anything. The beginning and ending of almost every mission is a voiceover. Precious few are the times where we end a mission with a cutscene. And of course, those few times are the most interesting parts of Destiny's story!
Also, the levels themselves don't SHOW the story happening. When we encounter the Hive for the first time, they've already set up camp on Earth. Did none of the other Guardians that live in the Tower come across them and their giant seeders all this time? Why not show the seeders raining down from the sky DURING a mission?
The one mission that really sells it is The Last Array. We actually SEE the array opening while we're fighting off unrelenting waves of enemies. It's great! The music is swelling, the Hive won't let up, you're running out of ammo, all while the massive Satellite dish slowly unfurls itself against the clear sky. One of the best missions in the game for sure. Why aren't there more missions that SHOW the plot in action during missions?
That only makes me wonder why the heck these kill targets have names. Once they don't have names, they're not characters-- and they're not part of the story.
If all these targets were just referred to as a member of their rank-- a Fallen baron, a Prime servitor, a Vex Nexus (vexus?) I think I'd feel more charitable during the repetition of these voiceovers. It may be that Destiny is light on traditional cutscenes because there are so few characters to put into them-- so little of consequence actually happens.
Another great point. Let's try to define a character in the context of a video game's plot. They must have a name or distinguishing title and be seen in the game. That's the bare minimum.
To be a GOOD character, they must also:
1) Have lines of dialogue in English or translated through subtitles
2) Connect with the player on an emotional level with facial expressions
3) Interact with the main character either during gameplay or in a cutscene
Hardly any of the characters in Destiny pass these tests.
For Test #1, think how many characters in Destiny don't speak their lines in English - Riksis, Sepiks Prime, Phogoth, Zydron, Aksor, Gotra, and the Nexus. There are also various named lesser bosses that don't have any lines in English (the Baron, Hive Witches, Big Cabal Guy). And Rasputin only talks in Russian, but of course, no subtitles, just more voiceover telling us what he said. All of these "characters" just make gibberish noises that are never translated for us.
Contrast this with very talkative bad guys in Halo - 343 Guilty Spark and the Prophet of Truth. They drove the plot with their dialogue. In fact, in one cutscene Cortana actually goes out of her way to switch on translation for the Prophet of Regret. This gives us a reason to hate the Prophet of Regret. We want to stop him after hearing that! But the Darkness doesn't have any lines. The bad guys in the universe don't actually talk to us in our language, so there's little motivation to stop them. We need to HEAR the characters.
For Test #2, consider how many of the characters that do speak our language actually have visible faces. The Ghost is a single eye at best, a talking origami fortune teller at worst. The Speaker is wearing a full face-mask. Rasputin is just a Russian speaking progress bar. The Vanguards only speak to us during loading screens. The Stranger is a robot, facial expressions do not compute. In fact, the first people you talk to in a cutscene with faces are the Queen and her brother. That's HOURS into the story. And those scenes were pretty much the most interesting scenes in the whole game. We need to see FACES in order to connect with the characters.
Lastly, for Test #3, while playing Destiny, examine how many characters exist in the world during gameplay. The Speaker, Cryptarch, Vanguards, and Faction Leaders all stay behind in the Tower and radio in commands. Remember the backlash people had to Sarah Palmer in Spartan Ops? All she did was order you around via radio comms. You never saw her in the field. Same thing with the other characters in Destiny, you never see them during missions. They are just menu prompts in the Tower and a few minutes of voiceover dialogue here and there.
Contrast this with the Halo series. You fight alongside Sgt. Johnson, Captain Keyes, 343 Guilty Spark, Miranda Keyes, the Arbiter, Buck, Dutch, Dare, Romeo, Mickey, Carter, Jorge, Kat, Jun, and Emile. You remember seeing these characters in the world itself. They moved, they bantered, they fired, they...well, they didn't drive, but they tried! Those characters became fleshed out and memorable because they had their existence in the actual game world.
This leaves us with the Queen and her brother. They speak to us in a language we can understand, we can connect with them on an emotional level by seeing their facial expressions, but we don't get to interact with them during any missions. I suppose 2 out of 3 ain't bad compared to all the previous characters that failed all three tests. That's why I think many found the cutscenes in the Reef to be the most intriguing ones in the game.
In fact, the only characters that you encounter during Destiny's missions are actually other Guardians. But they can't speak to you (no proximity chat), don't have faces (just helmets), and interaction is limited to four emotes. Plus whatever they would have to say wouldn't be canon anyway. :)
So to wrap up, I think Destiny's story feels so empty and unsatisfying because we aren't shown enough cutscenes and the characters in the world either don't speak our language, don't have a face for us to emotionally connect to, and/or don't exist and interact in the missions themselves. It's extremely disappointing coming from the Halo universe where the games where chock full of memorable and engaging characters. But there is hope that later expansions and games will fix these shortcomings.
If you made it this far, thanks for reading!

SHOW ME the story! CONNECT with the characters!
by Ragashingo , Official DBO Cryptarch, Sunday, September 28, 2014, 00:48 (3946 days ago) @ Hoovaloov
edited by Ragashingo, Sunday, September 28, 2014, 00:52
A few things:
1. The Covenant in Halo didn't speak english. Ok, the Grunts did, but they had nothing story worthy to say. We never heard anything understandable from Jackals, Elites, or Hunters and that was just fine. Tone and animation were more than good enough for Halo and I think they work ok for the enemies in Destiny as well.
2. I disagree that characters need a human face to connect emotionally. The Ghosts are the best example of this in Destiny. Their single eye and moving outer shell do a surprisingly good job of conveying fear, surprise, uncertainty, and even deadpan humor. Likewise, the Exo Stranger has a few good facial animations during her Vex cutscene that do a good job of showing what she is thinking.
3. Sarah Palmer met the Chief in person, in game, as he got to the door that Lasky and his Spartan IV guards were hold up behind. She was also in at least one cutscene with the Chief, on the bridge with Cortana, Lasky, and Captain Screamalot. I think the Palmer hate is more the community's hatred of the Spartan IV dude bros focused to laser like levels on the most Spartan IV with the most screen time.
As for the rest:
It's extremely disappointing coming from the Halo universe where the games where chock full of memorable and engaging characters. But there is hope that later expansions and games will fix these shortcomings.
Yep. :)

SHOW ME the story! CONNECT with the characters!
by RaichuKFM , Northeastern Ohio, Sunday, September 28, 2014, 01:10 (3946 days ago) @ Hoovaloov
By point number two, wouldn't that disqualify Emile as a good character?
It's not facial expressions, I'd argue, just emoting. Whether via physical appearance or the way they're speaking or something else. Even then, the lack of emoting can build a good character, though it's a special case there, I would think.
Story Structure: What went wrong
by Avateur , Saturday, September 27, 2014, 19:15 (3947 days ago) @ Ragashingo
It's posts like yours that bring me so much enjoyment. Now that's what I'm talking about. Look at all of those possibilities. And yes, this is Bungie, and yes, Bungie can weave some writing and stories together, but man oh man, after the "story" that Destiny barely has, I'm highly skeptical that they will execute some way to fix all of these problems and tie their random (or non-existent) "plot points" together. Assuming they somehow have thought of all of these things that you have, well awesome. I guess we'll see what happens in Expansions. Too bad people will have to pay for them and that, as the story stands right now, there is not a lot of incentive for people to do that. I'm on board for at least the first expansion, but who knows where the general population is.

Story Structure: What went wrong
by Blackt1g3r , Login is from an untrusted domain in MN, Sunday, September 28, 2014, 08:35 (3946 days ago) @ Ragashingo
I'm still somewhat hopeful that Bungie just spent so much time "world building" that they never got around to building a good coherent story. Yes, there are many possibilities in the current material. However, for Destiny to be truly successful from a story-building perspective, it must have a lot of story material added in to fill in some of the blanks. We'll see what the expansions actually contain but they have some opportunities there to build out the story.
the sort of story I wanted...
by Jabberwok, Saturday, September 27, 2014, 18:10 (3947 days ago) @ Cody Miller
From early trailers, they clearly had cut scenes that didn't make it in, that hinted at a very different narrative. I wonder what happened.
I'll say that it's pretty common in open world games these days to have side plots that have no relation to the main story, but are just there to flesh out the world, so that doesn't really surprise me. However the side quests in Destiny don't do a very good job of fleshing things out, because as you said, they don't go anywhere. Much worse, the main story missions have the same problem. Aside from the player, no faction or character really does ANYTHING for the entire game, except give vague directions and unsatisfying explanations.
All of the time and energy that went into the various side missions should have gone into making a good, meaty, lengthy, linear story. They talked about how important Rasputin was, but he is completely irrelevant to the main narrative. It wouldn't have been difficult to tie these things together. Maybe something like this:
More time should have spent on the player escaping the Fallen in the Cosmodrome and finding a warp drive, and in the process, witnessing the Hive's arrival on Earth (with Seeders actually falling from the sky). Upon interfacing with Rasputin, we find out directly from him (and not a random voiceover) that The Hive are resurrecting the Sword of Crota and preparing an invasion on the Moon. With the ship fixed up, we go to the Tower for the first time. The Speaker sends us to the Moon to steal the sword and throw a wrench in their invasion (most of the existing missions could have been worked into this, in an order that made sense, and distinct levels that progressed instead of one static area). And since I can't think of anything better, the Stranger tells us to meet her on Venus, to encounter the Vex. The Queen's brother is there, and when pressed, tells us we need a Gatelord's eye to have any hope of entering the Black Garden. After we get one, he takes us to see the Queen of the Reef, who can charge the eye with stolen Vex technology, in exchange for a future favor. Then we head to Mars, which the Vex have been laying dormant on for a while, but now The Cabal are invading for unknown reasons, so we have to fight both. And the rest is history.
This is off of the top of my head, and not even that different from what actually happens, but I already like it better. They needed dedicated story mission areas for each location, and more cinematics, in the Bungie tradition, to tie it all together into something that feels like stuff is happening. The Hive really are invading Earth, not just spawning repeatedly in caves. You really stop this by going to the Moon. The Queen's brother does more than stand around and act like a jackhole. The Cabal are actually invading Mars en masse. This is the sort of dynamism that was present in every Halo game, and it's why I think they need to keep the story more separate from the sandbox in the future. The sandbox has great potential, but it shouldn't be stepping on the campaign's toes, and vice versa.

Story Structure: What went wrong
by Ibeechu
, Portland, OR, Sunday, September 28, 2014, 00:01 (3946 days ago) @ Cody Miller
A thread about story structure? And I haven't played Destiny yet so I have absolutely nothing to say? Am I about to wake up in a cold sweat?
Come out on PC already, damn it! So I can write long and meandering posts about propulsion and stakes and catharsis!