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Thoughts on the VoG *rant/spoilers* (Destiny)

by Postmortem ⌂, AZ, Tuesday, October 07, 2014, 14:20 (3938 days ago)

The Vault of Glass is definitely one of the best experiences Destiny has to offer. Not because it's challenging, not because it has great story, but because its gameplay is so dramatically different than the rest of the Destiny "campaign". In the main story, you go to a place, drop off your Ghost, and shoot stuff. There's some cool scenery to look at, but you can only look at it. The Nexus was cool because you get to jump really far down into the depths of Venus where you fight a big Vex dude. The Scourge of Winter was cool because you get to board a ship and fight through to its throne room. Yet all the while, you're shooting, shooting, shooting...

In Vault of Glass, there's a section for shooting. There's a section for stealth (where shooting will actually cause you to fail). There's a section for platforming. There's puzzle sections. There's amazing pieces of scenery that you get to interact with in cool ways... and all if it is buried under some of the most ridiculously hard gameplay I've ever tackled in my years playing video games.

Whether this last part is good or bad will depend on other people's personal taste and opinions. I know a lot of people here are feeling extremely positive about the Vault of Glass. I feel differently. While I had an amazing experience going through it with a committed group of people and am very proud of our accomplishments, it strikes me as somewhat absurd that it took three days to accomplish.

To backtrack a little bit, I should talk about my gaming habits. I'm the sort of gamer who will always play on the easiest difficulty the first time through, just to get the story. When I'm watching a movie, I don't want to have anything get in the way of my enjoyment of the plot. The same goes for a game. If I'm frustrated because I'm repeating levels or sections over and over again due to difficulty, that's a bad thing to me the first time through. It's the equivalent of having to pause a movie to watch scenes over because someone was talking through the whole thing... over and over again. Challenge is fine, and I'm all for that, but not on my first time experiencing a story.

The thing about good game design is it should have the same emotional effect on you in spite of the difficulty you're playing on. The final Warthog run in Halo: Combat Evolved is an adrenaline-ruled race against time that feels just as triumphant to complete on easy as it does on Legendary. The music, the level design, the dialogue... all of these are the things that make the experience what it is. The same goes for any other game... Journey is a relatively easy game with an incredibly emotional impact. The Last of Us. Dead Space... all of these games achieve the emotional impact they're going for, regardless of difficulty. The challenge might add a little tension, but mostly what it's going to add is frustration as you have to re-attempt each challenge over and over again.

Going back to Destiny, the Vault of Glass is some of the best level and gameplay design in the game, no doubt. But then you have to stop and realize... most players are not going to have the ability to put together a group to run through the Vault. After that, a lot won't have the skill. And finally, a vast majority just won't have the time in their busy schedules to beat the damn thing before the checkpoints reset.

The best content in Destiny is intentionally being locked away from the majority of its players.

For clarity, I fully plan on playing every raid in the future. I don't think I'll be going in as a virgin from now on, simply because I don't want to spend as much time on future raids as I spent on the VoG. But I love the problem-solving aspect of it. I love gameplay that switches things up on you like this did. And I want to be able to experience that sort of stuff on my own schedule, and at a difficulty that I choose.

What I'd like to see in the future is more missions (in any format) that utilizes similar gameplay and level design, but that's tailored for people who aren't interested in the coordination challenge, but just in having a different experience. I know it wouldn't be the same, but if the VoG had the same puzzles, but just half as many Vex shooting at you with half as much health, it would have been the perfect experience in my book. Solving the puzzle should be the primary obstacles, not the hours and hours of repetitively trying to execute something you understood a long time ago.

I know raids wouldn't be the same if they could be run solo, but I think that's kind of the sort of content that I'm hoping to see in the future. Something as long (physically) as the Vault of Glass, with the same sort of interesting challenges, but capable of being tackled more easily. Open up some of these great experiences to the masses, and allow the difficulty modifiers to cater to the more hardcore players. I'm okay with there being more raids along the lines of VoG (and I know that's already what's planned), but I just hope there will be more stuff targeting to middle ground, and catering a bit more to us players who like more casual experiences that also offer lots of variety. Maybe it's just a matter of making future strikes more interesting, I don't know.

End rant.

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I would LOVE to see a one-person raid

by Kahzgul, Tuesday, October 07, 2014, 14:23 (3938 days ago) @ Postmortem

Nice post, and man - I would LOVE to see a one-person mission or raid that had the same level of complexity and variance as the VoG. I wouldn't want all raids to be that way, but I'd really like at least 1.

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The only good story mission is The Black Garden

by Spec ops Grunt @, Broklahoma, Tuesday, October 07, 2014, 14:29 (3938 days ago) @ Kahzgul

Its the only one where I feel like I'm doing something that matters, it has the more interesting boss fight of the campaign, and its very atmospheric.


The title of my post is a bit misleading. The story missions aren't bad. Its just this is the one that stands out to me as being exceptionally well made.

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Jupiter and Saturn...

by Korny @, Dalton, Ga. US. Earth, Sol System, Tuesday, October 07, 2014, 16:15 (3938 days ago) @ Postmortem

I know raids wouldn't be the same if they could be run solo, but I think that's kind of the sort of content that I'm hoping to see in the future. Something as long (physically) as the Vault of Glass, with the same sort of interesting challenges...

I loved the platforming aspect of the Vault. The game lends itself nicely to platforming, what with each class having a double-jump ability in one way or another.

Seeing as how Jupiter and Saturn are gas giants, perhaps some portions of the gameplay could involve navigating debris, or traveling across low-G environments. You could have enemies shooting at you, or not... It would add a nice twist to the gameplay that much of Destiny could have benefited from (Sword of Crota being an excellent example), and can appeal to people who enjoy a challenge that doesn't involve shooting, and that can be as fun doing it alone as with a group...

Another thing that can be done with these unique worlds is a race against time. Maybe you board a Cabal ship to take out some more of their command, and you have a limited time to escape after the ship veers towards the planet after you assassinate their command/bridge crew... Similar to Halo 4's opening level where the chief was running through the collapsing FUD, but fighting the enemy crew, which is also escaping. You could even have new enemies, since you're in space rather than dealing with the occupational force on Mars...

There are a lot of possibilities in the game's future, and if you look at something like Mercury, where the skybox has floating platforms already, maybe the Vex will be the key to something like this, as they're already involved in many of the unique levels in the game...

Though people will start to complain about Vex fatigue, I think...

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Thoughts on the VoG *rant/spoilers*

by Cody Miller @, Music of the Spheres - Never Forgot, Tuesday, October 07, 2014, 21:40 (3938 days ago) @ Postmortem

For clarity, I fully plan on playing every raid in the future. I don't think I'll be going in as a virgin from now on, simply because I don't want to spend as much time on future raids as I spent on the VoG. But I love the problem-solving aspect of it. I love gameplay that switches things up on you like this did. And I want to be able to experience that sort of stuff on my own schedule, and at a difficulty that I choose.

If you don't go in knowing nothing, then how do you preserve the problem solving and challenge? If you know the mechanics and strategies of the fights, that would ruin that aspect. The raid was a lot of fun because you had to work together to figure this out.

What I'd like to see in the future is more missions (in any format) that utilizes similar gameplay and level design, but that's tailored for people who aren't interested in the coordination challenge, but just in having a different experience. I know it wouldn't be the same, but if the VoG had the same puzzles, but just half as many Vex shooting at you with half as much health, it would have been the perfect experience in my book. Solving the puzzle should be the primary obstacles, not the hours and hours of repetitively trying to execute something you understood a long time ago.

A level 20 no grind needed version would have been rad.

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Thoughts on the VoG *rant/spoilers*

by breitzen @, Kansas, Wednesday, October 08, 2014, 05:16 (3937 days ago) @ Cody Miller

For clarity, I fully plan on playing every raid in the future. I don't think I'll be going in as a virgin from now on, simply because I don't want to spend as much time on future raids as I spent on the VoG. But I love the problem-solving aspect of it. I love gameplay that switches things up on you like this did. And I want to be able to experience that sort of stuff on my own schedule, and at a difficulty that I choose.

If you don't go in knowing nothing, then how do you preserve the problem solving and challenge? If you know the mechanics and strategies of the fights, that would ruin that aspect. The raid was a lot of fun because you had to work together to figure this out.

But that's only half the equation. I found it a lot of fun to problem solve the Raid, but we didn't even figure out the Relic could Cleanse you till after attempting the gatekeeper sequence for about 4 hours. That felt like a horrible waste of time.

What I'd like to see in the future is more missions (in any format) that utilizes similar gameplay and level design, but that's tailored for people who aren't interested in the coordination challenge, but just in having a different experience. I know it wouldn't be the same, but if the VoG had the same puzzles, but just half as many Vex shooting at you with half as much health, it would have been the perfect experience in my book. Solving the puzzle should be the primary obstacles, not the hours and hours of repetitively trying to execute something you understood a long time ago.

This something we talked about during that section mentioned above. Figuring out the mechanics never felt like much of a reward. Executing it perfectly did. Perhaps this is just the balance BUNGIE uses make the people who look it up online still earn thier keep, but it felt very punishing for us. I think a mix of these ideas in different scenarios would be great. Figuring out the puzzle means you can go on, no repetitious mechanics. While other more shoot them up activities are strait forward but are lengthy and more demanding in nature.

A level 20 no grind needed version would have been rad.

Yes.

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My friends think going into a raid blind is stupid :c

by Spec ops Grunt @, Broklahoma, Wednesday, October 08, 2014, 08:31 (3937 days ago) @ Cody Miller

- No text -

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Thoughts on the VoG *rant/spoilers*

by Postmortem ⌂, AZ, Wednesday, October 08, 2014, 10:41 (3937 days ago) @ Cody Miller

I'd probably play with people who know but respect my need to solve it myself. Ultimately though, I just want the lore and universe content most (VoG was great for getting you thinking about the Vex time travel capabilities), and if I have to forego the problem solving for quicker access to new lore content, I'll probably do that.

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Thoughts on the VoG *rant/spoilers*

by Kermit @, Raleigh, NC, Wednesday, October 08, 2014, 10:55 (3937 days ago) @ Postmortem


To backtrack a little bit, I should talk about my gaming habits. I'm the sort of gamer who will always play on the easiest difficulty the first time through, just to get the story. When I'm watching a movie, I don't want to have anything get in the way of my enjoyment of the plot. The same goes for a game. If I'm frustrated because I'm repeating levels or sections over and over again due to difficulty, that's a bad thing to me the first time through. It's the equivalent of having to pause a movie to watch scenes over because someone was talking through the whole thing... over and over again. Challenge is fine, and I'm all for that, but not on my first time experiencing a story.

We differ here. I consider the gameplay ideally to be inseparable from the narrative, and ideally that gameplay puts me into a flow state, which means that I've chosen a difficulty level commensurate with my skill level--for games that have difficulty levels, that is.


The thing about good game design is it should have the same emotional effect on you in spite of the difficulty you're playing on. The final Warthog run in Halo: Combat Evolved is an adrenaline-ruled race against time that feels just as triumphant to complete on easy as it does on Legendary. The music, the level design, the dialogue... all of these are the things that make the experience what it is. The same goes for any other game... Journey is a relatively easy game with an incredibly emotional impact. The Last of Us. Dead Space... all of these games achieve the emotional impact they're going for, regardless of difficulty. The challenge might add a little tension, but mostly what it's going to add is frustration as you have to re-attempt each challenge over and over again.

Emphasis mine. I could not disagree with this statement more. I'll remove Journey from the discussion because I don't think it has difficulty levels, and I haven't played Dead Space (and probably won't). But for the Last of Us, the emotional impact of the game is intimately connected to the tension you feel during gameplay. Your bond with Ellie is strengthened every time she superbly vocalizes exactly what you just felt. I'm sorry, but I just don't see it as being that effective if she says "That was intense!" and what you just played wasn't really intense because you played on Easy.

Going back to Destiny, the Vault of Glass is some of the best level and gameplay design in the game, no doubt. But then you have to stop and realize... most players are not going to have the ability to put together a group to run through the Vault. After that, a lot won't have the skill. And finally, a vast majority just won't have the time in their busy schedules to beat the damn thing before the checkpoints reset.

Sorry, disagree again. Accessibility and challenge do not go hand in hand. Most people won't climb Everest. So what? If everyone could and did, would it mean anything?

The best content in Destiny is intentionally being locked away from the majority of its players.

That's only because the majority of players aren't willing to invest so much. You get what you give.

For clarity, I fully plan on playing every raid in the future. I don't think I'll be going in as a virgin from now on, simply because I don't want to spend as much time on future raids as I spent on the VoG. But I love the problem-solving aspect of it. I love gameplay that switches things up on you like this did. And I want to be able to experience that sort of stuff on my own schedule, and at a difficulty that I choose.

As others have pointed out, this doesn't make sense. If you love problem solving, why do you want to know the solution up-front? We did seek out strategies at a certain point, and I can live with that because we tried to do it blind first. You can have everything just as you like it on your timetable, but I don't think that's what the Raid is really about. The Raid isn't about providing just-in-time fun at your convenience. I think it's about making a commitment with a group of friends to tackle a challenge, preferably without knowing the full parameters of that challenge or exactly how long it will take. (I feel the same way about co-op night. You don't join if you're planning on sitting in a corner of the level and eating your supper. You're there to play with others and focus on the game.) If you want advance intelligence ahead of time and make it more of a paint by numbers exercise, that's fine, but that's not my preference. To me, that greatly diminishes the satisfaction I'll have at the end of the journey.

What I'd like to see in the future is more missions (in any format) that utilizes similar gameplay and level design, but that's tailored for people who aren't interested in the coordination challenge, but just in having a different experience. I know it wouldn't be the same, but if the VoG had the same puzzles, but just half as many Vex shooting at you with half as much health, it would have been the perfect experience in my book. Solving the puzzle should be the primary obstacles, not the hours and hours of repetitively trying to execute something you understood a long time ago.

I agree that the rest of Destiny would benefit from more creativity like we saw exhibited in the raid, but for me, the cooperative experience was what made it really special and, to use your word, perfect.


I know raids wouldn't be the same if they could be run solo, but I think that's kind of the sort of content that I'm hoping to see in the future. Something as long (physically) as the Vault of Glass, with the same sort of interesting challenges, but capable of being tackled more easily. Open up some of these great experiences to the masses, and allow the difficulty modifiers to cater to the more hardcore players. I'm okay with there being more raids along the lines of VoG (and I know that's already what's planned), but I just hope there will be more stuff targeting to middle ground, and catering a bit more to us players who like more casual experiences that also offer lots of variety. Maybe it's just a matter of making future strikes more interesting, I don't know.

As I said above, the rest of the game could benefit from ideas developed in the raid. Otherwise, I disagree that it should be more accessible. I see this time and again in discussions. People want stuff handed to them. If everyone's special, ain't nobody special. In general, it sounds like you want Destiny to be solo game because you like playing solo. That's okay, but I don't think Destiny is, at its core, a solo game and in fact I think it's designed to break players' habits of playing solo and turn them on to the rewards of playing cooperatively.


End rant.

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Thoughts on the VoG *rant/spoilers*

by Postmortem ⌂, AZ, Wednesday, October 08, 2014, 18:23 (3937 days ago) @ Kermit


To backtrack a little bit, I should talk about my gaming habits. I'm the sort of gamer who will always play on the easiest difficulty the first time through, just to get the story. When I'm watching a movie, I don't want to have anything get in the way of my enjoyment of the plot. The same goes for a game. If I'm frustrated because I'm repeating levels or sections over and over again due to difficulty, that's a bad thing to me the first time through. It's the equivalent of having to pause a movie to watch scenes over because someone was talking through the whole thing... over and over again. Challenge is fine, and I'm all for that, but not on my first time experiencing a story.


We differ here. I consider the gameplay ideally to be inseparable from the narrative, and ideally that gameplay puts me into a flow state, which means that I've chosen a difficulty level commensurate with my skill level--for games that have difficulty levels, that is.

The thing about good game design is it should have the same emotional effect on you in spite of the difficulty you're playing on. The final Warthog run in Halo: Combat Evolved is an adrenaline-ruled race against time that feels just as triumphant to complete on easy as it does on Legendary. The music, the level design, the dialogue... all of these are the things that make the experience what it is. The same goes for any other game... Journey is a relatively easy game with an incredibly emotional impact. The Last of Us. Dead Space... all of these games achieve the emotional impact they're going for, regardless of difficulty. The challenge might add a little tension, but mostly what it's going to add is frustration as you have to re-attempt each challenge over and over again.


Emphasis mine. I could not disagree with this statement more. I'll remove Journey from the discussion because I don't think it has difficulty levels, and I haven't played Dead Space (and probably won't). But for the Last of Us, the emotional impact of the game is intimately connected to the tension you feel during gameplay. Your bond with Ellie is strengthened every time she superbly vocalizes exactly what you just felt. I'm sorry, but I just don't see it as being that effective if she says "That was intense!" and what you just played wasn't really intense because you played on Easy.

I played The Last of Us on easy. It was intense, frightening, and emotional. I played it on the hardest difficulty for a little bit just to see the difference. It was intense, frightening, emotional, and frustrating. Crank up the difficulty, and (for me) it's just cranking up the frustration.

Going back to Destiny, the Vault of Glass is some of the best level and gameplay design in the game, no doubt. But then you have to stop and realize... most players are not going to have the ability to put together a group to run through the Vault. After that, a lot won't have the skill. And finally, a vast majority just won't have the time in their busy schedules to beat the damn thing before the checkpoints reset.


Sorry, disagree again. Accessibility and challenge do not go hand in hand. Most people won't climb Everest. So what? If everyone could and did, would it mean anything?

Might be that I'm coming across as a little spoiled here, but I'm a story guy. I'd prefer that my story not be locked away behind insane difficulty. I'm not really complaining so much as just reflecting on how I felt about the experience I had, and thinking what would make me - personally - happier in the future. I acknowledge that it wouldn't be best for all, and might not be best for the game. You can be damn sure I'm still going to push through any future raids so I can understand more of the Destiny universe. :)

The best content in Destiny is intentionally being locked away from the majority of its players.


That's only because the majority of players aren't willing to invest so much. You get what you give.

For clarity, I fully plan on playing every raid in the future. I don't think I'll be going in as a virgin from now on, simply because I don't want to spend as much time on future raids as I spent on the VoG. But I love the problem-solving aspect of it. I love gameplay that switches things up on you like this did. And I want to be able to experience that sort of stuff on my own schedule, and at a difficulty that I choose.


As others have pointed out, this doesn't make sense. If you love problem solving, why do you want to know the solution up-front? We did seek out strategies at a certain point, and I can live with that because we tried to do it blind first. You can have everything just as you like it on your timetable, but I don't think that's what the Raid is really about. The Raid isn't about providing just-in-time fun at your convenience. I think it's about making a commitment with a group of friends to tackle a challenge, preferably without knowing the full parameters of that challenge or exactly how long it will take. (I feel the same way about co-op night. You don't join if you're planning on sitting in a corner of the level and eating your supper. You're there to play with others and focus on the game.) If you want advance intelligence ahead of time and make it more of a paint by numbers exercise, that's fine, but that's not my preference. To me, that greatly diminishes the satisfaction I'll have at the end of the journey.

I don't think Bungie should down tone their raids. I think they just need a middle ground. Maybe it's just as simple as making future strikes have more gameplay content similar to what the raid threw at us. If the game were made to cater to me (and yes, I know it's not) the raids would be much easier and offer no rewards, but have a difficulty modifier that increased the recognition that people got for completing, that way any of the world building content wouldn't be blocked off from weaker players, but people would still be able to Become Legend by turning up the difficulty to what it was designed for. I understand that not everyone will agree with me, I'm just putting my thoughts out there.

What I'd like to see in the future is more missions (in any format) that utilizes similar gameplay and level design, but that's tailored for people who aren't interested in the coordination challenge, but just in having a different experience. I know it wouldn't be the same, but if the VoG had the same puzzles, but just half as many Vex shooting at you with half as much health, it would have been the perfect experience in my book. Solving the puzzle should be the primary obstacles, not the hours and hours of repetitively trying to execute something you understood a long time ago.


I agree that the rest of Destiny would benefit from more creativity like we saw exhibited in the raid, but for me, the cooperative experience was what made it really special and, to use your word, perfect.


I know raids wouldn't be the same if they could be run solo, but I think that's kind of the sort of content that I'm hoping to see in the future. Something as long (physically) as the Vault of Glass, with the same sort of interesting challenges, but capable of being tackled more easily. Open up some of these great experiences to the masses, and allow the difficulty modifiers to cater to the more hardcore players. I'm okay with there being more raids along the lines of VoG (and I know that's already what's planned), but I just hope there will be more stuff targeting to middle ground, and catering a bit more to us players who like more casual experiences that also offer lots of variety. Maybe it's just a matter of making future strikes more interesting, I don't know.


As I said above, the rest of the game could benefit from ideas developed in the raid. Otherwise, I disagree that it should be more accessible. I see this time and again in discussions. People want stuff handed to them. If everyone's special, ain't nobody special. In general, it sounds like you want Destiny to be solo game because you like playing solo. That's okay, but I don't think Destiny is, at its core, a solo game and in fact I think it's designed to break players' habits of playing solo and turn them on to the rewards of playing cooperatively.

Don't get me wrong, I love playing cooperatively far more than playing solo! There's a great dynamic that gets going when you're shouting battlefield tactics to your teammates and attempting to execute plans. The biggest reason I play story and more immersive experiences solo is because when I play with other people, I inevitably end up feeling rushed. I'm taking my time, walking slowly, looking in every corner and admiring the atmosphere, while everyone else rushes ahead. Dear Esther was a nearly perfect game for me, because it moved at my pace and was more about exploration. Skyrim and Fallout 3 were great for the same reason. I spend more time just out walking around in those landscapes than looking at enemies, and oftentimes avoid enemies to try and keep things peaceful. That's just not the way that most players play, and it makes me feel like I'm holding people back or that I can't experience the game I want. That's frustrating. That's really the biggest reason I don't play with people often. I don't like it, but I'm set on having the experience I intend on having.

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Thoughts on the VoG *rant/spoilers*

by Cody Miller @, Music of the Spheres - Never Forgot, Wednesday, October 08, 2014, 18:39 (3937 days ago) @ Postmortem

I don't think Bungie should down tone their raids. I think they just need a middle ground. Maybe it's just as simple as making future strikes have more gameplay content similar to what the raid threw at us. If the game were made to cater to me (and yes, I know it's not) the raids would be much easier and offer no rewards, but have a difficulty modifier that increased the recognition that people got for completing, that way any of the world building content wouldn't be blocked off from weaker players, but people would still be able to Become Legend by turning up the difficulty to what it was designed for. I understand that not everyone will agree with me, I'm just putting my thoughts out there.

There is a difference between difficulty and challenge. I might have posted about this somewhere before.

Making something more difficult is just making it harder. Lifting 200lbs is more difficult than lifting 100lbs. It's the same thing, but just harder.

Making something more challenging is different, in that it makes you master new skills in new ways to finish it. It'd be like having someone lift 100lbs without touching the weight. They'd have to use what they have in the room to build a contraption to do it.

I felt the raid was challenging, in that it required me to learn a bunch of new skills, tactics, and coordination. I find that better than just turning on modifiers.

I think if you were to make the expert level raid hard by virtue of turning up the difficulty, rather than the challenge, it would be more disappointing. I think I ultimately value challenge more than difficulty, and that great experience the first time in the Vault can only be had by setting the challenge level high to begin with. You can't lower that and still have it work and be interesting. But you can lower the difficulty and still have it be interesting.

If anything, I want to see future raids have low level requirements (with high level version options obviously), but have a very high challenge level.

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Thoughts on the VoG *rant/spoilers*

by Postmortem ⌂, AZ, Thursday, October 09, 2014, 09:14 (3936 days ago) @ Cody Miller

So I guess in Cody parlance, I liked the challenge but not the difficulty?

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Thoughts on the VoG *rant/spoilers*

by Kermit @, Raleigh, NC, Thursday, October 09, 2014, 08:21 (3936 days ago) @ Postmortem

I played The Last of Us on easy. It was intense, frightening, and emotional. I played it on the hardest difficulty for a little bit just to see the difference. It was intense, frightening, emotional, and frustrating. Crank up the difficulty, and (for me) it's just cranking up the frustration.

You obviously cranked it up too far. I can't disagree with your personal experience, but I know you're a better player than me, and for me, the one time I played the Last of Us on easy, it lacked challenge and therefore tension, which negatively impacted my experience of the story.


...

Might be that I'm coming across as a little spoiled here, but I'm a story guy. I'd prefer that my story not be locked away behind insane difficulty. I'm not really complaining so much as just reflecting on how I felt about the experience I had, and thinking what would make me - personally - happier in the future. I acknowledge that it wouldn't be best for all, and might not be best for the game. You can be damn sure I'm still going to push through any future raids so I can understand more of the Destiny universe. :)

I'm a story guy, too! I don't know how much story was actually in the Raid, though. I think I'm starting to understand what Deej meant when he continually talked about fans creating their own stories. There are things that happened to us, the players, that I'll always remember from that raid.

We're probably closer to being on the same page than we realize.

...

I don't think Bungie should down tone their raids. I think they just need a middle ground. Maybe it's just as simple as making future strikes have more gameplay content similar to what the raid threw at us. If the game were made to cater to me (and yes, I know it's not) the raids would be much easier and offer no rewards, but have a difficulty modifier that increased the recognition that people got for completing, that way any of the world building content wouldn't be blocked off from weaker players, but people would still be able to Become Legend by turning up the difficulty to what it was designed for. I understand that not everyone will agree with me, I'm just putting my thoughts out there.

I think Cody makes some good points about challenge vs. difficulty. I'll leave that subject to him.


Don't get me wrong, I love playing cooperatively far more than playing solo! There's a great dynamic that gets going when you're shouting battlefield tactics to your teammates and attempting to execute plans. The biggest reason I play story and more immersive experiences solo is because when I play with other people, I inevitably end up feeling rushed. I'm taking my time, walking slowly, looking in every corner and admiring the atmosphere, while everyone else rushes ahead. Dear Esther was a nearly perfect game for me, because it moved at my pace and was more about exploration. Skyrim and Fallout 3 were great for the same reason. I spend more time just out walking around in those landscapes than looking at enemies, and oftentimes avoid enemies to try and keep things peaceful. That's just not the way that most players play, and it makes me feel like I'm holding people back or that I can't experience the game I want. That's frustrating. That's really the biggest reason I don't play with people often. I don't like it, but I'm set on having the experience I intend on having.

Like I said, we're probably closer to being on the same page that it first appeared. One of the frustrations with Destiny is that I know it's better with friends, but it's not always better for all the things I like about games. (Of course there's less of that stuff [narrative] on the surface of Destiny anyway, and that's an issue.) Sounds like we should play together more often.

All that said, the Raid forced actual co-op play, which is another thing I love, and it's a thing that's hard to find. What forced it was the challenge aspects, and I'm grateful it exists as it is.

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Thoughts on the VoG *rant/spoilers*

by Postmortem ⌂, AZ, Thursday, October 09, 2014, 09:22 (3936 days ago) @ Kermit

I don't know how much story was actually in the Raid, though.

I think it was mostly indirect stuff. For example, I've spent a lot of time after the raid thinking about the Vex's relationship with time, what Atheon's purpose was (and what his absence may change), what exactly the Oracles are... Lots of interesting stuff to get your thoughts going. So not direct story per se, but just certain things that expand our understanding of the world Bungie is building (or deepen the mystery). :)

Sounds like we should play together more often.

I'm all for it. Send me invites from time to time. I may not always accept (just trying to wind down before bed or complete a specific task, etc), but I'm definitely craving more social interaction with people who want to experience Destiny as a living world more than a game. :)

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