Wow. Take whatever you want from Malphisto's commentary, but those are some serious, alleged revelations in the Kotaku article.
While nothing has been proven, the Kotaku article certainly makes sense as an explanation as to why Destiny felt so thin, cobbled together, and repetitive. Back when my fireteam was into Destiny, we all were shocked at how little end game content there was. VoG was awesome, but despite that, and despite us willingly riding the RNG loot treadmill, we often commented at what Destiny needed. We were surprised there was no "high level guardian only zone", because other than farming bounties or materials, there was no need for raid ready guardians to ever set foot in the standard patrol areas. Now, with TTK, we have that zone, but if the allegation that it is cut content is true, well, needless to say I can't quit Destiny twice.
The main problem with Destiny is that it is too reliant on grinding. So much of the game mechanics are built around repetition, yet there is relatively little content to support that type of gameplay. In Diablo, for example, certain levels are randomly generated to alleviate the repetition. This is not the case with Destiny. Until Bungie threw in the Taken variations in strikes, pretty much every playthrough of a strike went the exact same way, and the only variety to be had was which guns and subclass you equipped.
This was the reason I stopped playing Destiny when TTK dropped. Too much of the game is recycled and reused content, and I think we finally know why. From reskinned weapons and armor to running strikes backwards and calling it a new mission, I had had enough of the repetition. At least now I have a possible, rational explanation as to why this potentially 10/10 game rightfully received a 7.5/10.
Watch Gamespot's original review of
Destiny. A year later, it is still the best summary of what is right and what is wrong with Destiny.
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