I have a 'simple' answer to most of the 'story problems'
[b]Cutscenes.[/b]
I get it- the initial game and possibly even DLCs were was probably full of em, but people need cut-scenes to really wrap their heads around game story. This isn't a criticism against gamers either. However the fact that Destiny has a fully cohesive story that no one can understand unless the giant wall of exposition is presented to them at once- shows there is a problem. I know alot of people even prefer in-game methods to immerse players into it's world and characters. But as it stands we are better off with cut-scenes to better convey the story and its nuances.
Here are what in my opinion are the guidelines for how to implement them for a good experience.
[b]1. Free DLC/add-on: [/b] All of the following should be made as a free DLC, or piggy backed on a unrelated full-DLC.
[b]2. Optionalism:[/b] Cut-scenes are great for initial introduction to story and to revisit for nostalgia reasoning. The current exposition as we load-in system is a great feature to keep- for those of us who will inevitably skip the cut-scenes or/when eventually given the option.
[b]
3. Properly introducing us to the tower:[/b] We got a cut-scene for when we first arrive, then we are expected to go talk to or Vanguard mentor., an all these other vendors who we will be visiting constantly with absolutely no real introduction to them that would really help us understand the world we are about to spend time existing/playing in.
[b]4. Vanguard story:[/b] Yeah they technically gave us a path of quests to do with rewards, but it all feels really impersonal and like a formality. With introductory cut-scenes when we first approaches these individuals, we will get a chance to better understand and relate to these individuals, as well as a chance for them to explain the other people in the tower and why we should pay them visits. We could get a entire new set of quests (or just keep the original ones we are technically given) accompanied by cinematics to better connect us to not only the individuals we answer to but why we do what we do in the first place, or just add appropriate scenes- then by the end of this vanguard storyline we get a reputation boost (mainly to help new players obviously).
[b]5. Faction Story:[/b] One of the biggest and almost overlooked things in the story and the Tower are the factions and their role in the society you are playing guardian to. When we first encounter each of these vendors we should get a proper introduction to them, with an opportunity to start a series of short quests/tasks to prove our worth/interest to them that we can get rewarded for. This could be a great opportunity to again add more story and things to do both for new players and just as a form of additional content for existing players.
[b]6. Go back to the beginning:[/b] I don't think the initial games story is non-salvageable. In-fact in terms of game-play it is perfectly fine. Just the conveying of 'why' and 'who' is the problem. I think the most misunderstood character that is most relevant to the story is our ghost. Most people think the character is bland and uninteresting. But I think people are just not given the chance to know the character and how it is basically your ghost that finds all your information and leads that put you on your missions in the first place (not to mention the ghosts connection to your grimor). Honestly I think this add-on trend should be continued throughout the games series/life-time.
Now to be clear- I am not saying that I think the state of Destiny's lore is shit. The Grimor is pretty dope- but it has a neat/frustrating way of adding as many questions as it gives answers. It's cool but is more rewarding as a system to expand on the story for people who want to go in further. Infact the grimor would be a good way to give clues and info about future content/story.
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