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Edited by Silvurphlame: 1/23/2015 8:56:45 PM
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I've been floating about in your thread, Vampire Nox, but haven't made a direct post yet. I must say that I find your thread to be the most balanced and rational expression of what many find frustrating with this game. You do a good job expressing that the key issue is missed potential and disappointment, not outright hating or any implication that Destiny isn't fun, only that it could and should be more. I fear what may have happened to Bungie is that they are slowly giving into the Dark Side. We can accept at face value that businesses exist to make a profit. One way to do this is to make a superior product. One so jaw-dropping that people simply have to have it. That was Halo. That was the old Bungie. Another way to make a profit is to make an okay product, one that gets the job done and then cut costs as much as possible. No matter what Bungie might have originally intended, I think Destiny is that second type of product, rather than the first. Destiny is an above average game. But it's not the next Halo or "Fallout 3 Online." It's certainly not the perfect love child of FPS and MMORPG. It's Call of Duty: IN SPACE! with co-op missions and somewhat poorly executed rpg window dressing. But that's not what they advertised. I hadn't followed the development of Destiny before release. I played the beta and loved it and pre-ordered based on that experience and the strength of Bungie's name. It was only after I got my hands on the game that I found the vidocs. And it aches to see what this game might have been compared to what we got. But at some point, Bungie stopped being in it for the art, while making a profit by the superiority of the product. They decided to slash costs by releasing pre-finished or near-finished content as expan - *cough* excuse me - DLC. Maximum profit for minimum effort. Doesn't matter whether it was Bungie or Activision specifically. It's all the same result. What other Activision franchise do we know of that's become a reskinned zombified annual version of itself… hmm… It's sad. But this Bungie, I fear, is no longer the house that built Halo. It just shares the name. Hopefully they want to be that house, but are hampered by their contracts. But I fear, Bungie is all on board with this sort of cost-cutting approach. What terrifies me is how much the grind upon grind, RNG upon RNG is starting to remind me of a mobile game. Specifically the kind with cash shops that let you skip some of the grind from time to time, for a fee of course. I really hope that's not what they plan for Destiny 2.
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  • Edited by Matu Flp Krawfe: 1/24/2015 2:10:28 AM
    Its hard to agrue that the point that Bungie stopped being about the art occurred [i]during [/i]Destiny's production. More likely, long before hand. There's some nice concept art floating about but in what's best illustrated by the Cabal its derivative (of the Warhammer 40k universe.) Even the setting, themes, and tech is ripped straight out of that franchise (in some cases with the Cabal only changing the angle the clip goes into the bolter). If Destiny was meant to be a grand personal expression of the creative view of any individual it wouldn't have rounded so quickly on the format that [i]Star Craft[/i] by chance used to create Blizzards attempt at the same type of universe. More so this is artistic expression by committee (erroneously assuming historical circumstance to be some sort of recipe for success. Halo-WOW done like StarCraft? I'm sure that wasn't a hard presentation to make to a certain kind of room, or perhaps instead for a certain kind of room to create.) Destiny is a fundamentally reprehensible game and to get to that point where the core (not just the implementation) is compromised would seem to be a longer-term process than just one game's development. I'd even say we should have started to take notice of Bungie's attitudes when they approach Halo 3 by focusing on what [i]else [/i]they could add to FPS gameplay besides anything that would meaningfully reshape it (after establishing with Halo 2 just how far they could move a concept [i]if [/i]they wanted to.)

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