It troubles me to do yet another post on Destiny, especially after the last one was titled ‘My Final Thoughts …’, but I hate seeing content/old drafts wasted. As of this post, I’ll have a consider stack of articles devoted to the game; not unlike World of Warcraft, my love of what is done right begets my hate of what is done wrong. That leaves me with a lot to say, even if I have mostly moved on.
When I quit Destiny for good the first time, I wrote a break-up letter. I’ve since reviewed that post and I found it to still be accurate. Check out these two paragraphs:
You are not that someone. I know that’s blunt. I know that you will argue. You’ll say, “But wait, I am patching myself up to fix things I didn’t know were broken!” You’ll whine, “But there is DLC coming before the end of the year!” You may even mention how you’re not someone who can be understood so quickly, that you’re dynamic and interesting, changing weekly to keep me interested in your deeper mysteries.
But I am not interested in your deeper mysteries, Destiny. At first I thought there was potential; you had me convinced that something good might come out of our relationship. I don’t see that changing anytime soon though. You’re lore is a flimsy excuse to justify personality and your personality is by no means good enough to justify your ego. You try and lure me with other things, like loot, but what is the point of trinkets if wearing them out on the town with you is a once-a-week affair where we go to the same restaurant we went to last week?
Some of those metaphors may sound like exaggeration, but I think they all jive perfectly with what I said more recently about the game. That wasn’t the first post or even first draft I had written about my final opinion of The Taken King, however. I had at least two more posts ready to go, but I held off because I was still hooked on Destiny’s charm. By the time the Iron Banner debacle finally launched me out of the game’s orbit, I was ready to leap frog those two posts to something more concrete.
Like all the bad loot the Crucible felt happy sometimes rewarding me, I am going to salvage those two posts for parts.
I almost included a few choice words about this, but every way I worded it came off as petty in the context of the rest of the review. That said, I had an entire post dedicated to the fact that The Taken King is a code on a disc that (to me) strongly suggested otherwise:
At first, I was pretty excited about the deal. I wasn’t so sure how useful the two expansions would be after launch, but it was nice to have access to them all the same. I mostly came for The Taken King, which was built in the media as an almost sequel to the original game since it had so many sweeping overhauls.
Of course, the problem is that The Taken King edition of the base game is just the base game and then an unlock code for all the other content. I realized this when I originally started playing The Taken King (since I had to use the code to access any new content), but now that I’ve considered selling off my copy of the game again, the bullshit of it all has finally dawned on me.
No, it isn’t that unusual to have DLC be packed behind a code, but where’s the limit when the packaging is called ‘Destiny: The Taken King’ and repeatedly mentions including all the DLC content? I don’t often buy Game of the Year Editions of games, but I was under the impression that those were ‘everything on disc’ in the majority of cases and that you didn’t get the base game plus a bunch of codes.
I tried to end that same post with a counterargument to one of those obvious openings in my thinking, but it sounds a bit mean in hindsight. Destiny isn’t that bad.
I can’t complain too much. It’s not like MMOs have any resell value once you’ve redeemed the codes. I suppose in Destiny’s bid to be the most MMO-like non-MMO it decided to copy that model too. If only it had copied a few more things and been an actual MMO …
The rest of these quotes are from a separate draft entitled, ‘Destined Again.’ It was meant to be a preview of the negative things I was feeling, but it was still in progress at the time of writing since I was still playing. A few areas of it turned out to be factually incorrect, so I am glad I never posted the whole thing.
Patrol missions are intended to offer open spaces in which strangers might interact out in the wild, but, more often than not, I am completely alone.
That remained true for my entire time playing. I attempted to do some of the quests without bringing in a group, but the game never matched me with anyone trying to do them. With how small the player size is for these open maps, I still don’t understand the point. If Destiny 2 wants to include this feature, then it needs to be completely overhauled. I’d prefer if the Patrol maps were designed to get people socializing and playing together, especially since the entire rest of the game is hidden behind matchmaking.
Matchmade Strikes are the game’s equivalent to dungeons, but don’t require any communication to complete. They also don’t always start you off that close to the beginning of the run, so I’ve had cases where I loaded into a strike and was already well behind another player rushing and skipping the opening mobs, or where I had to sit and wait for others to realize where to go.
This is ultimately a quibble, but since MMOs with dungeons get this right more often than not, it does bother me how Destiny does it. Yes, it can be cool ‘fighting’ my way into the dungeon proper, but my teammates usually bypass all that anyway. I’d much rather begin at the beginning, inside the instance, and not have to worry that I or someone else will get lost for the first five minutes of the run.
Another issue, strikes can be freely dropped out of without penalty, and the game’s UI doesn’t offer up a whole lot of information if that player will be replaced with anyone else anytime soon. I’ve had several runs fall apart entirely at the final boss because one person quit and no one else was brought in to finish.
This either improved a bit, I was unlucky before, or I got lucky. I noticed dropouts being replaced a lot quicker after I wrote this. I’d still love some more information though.
Group size remains at three, which doesn’t sound all that bad until you realize your the fourth man for three different groups of friends.
In order for Destiny 2 to work, I think they really need to consider designing around a max of 6 to 8 players with the size and difficult scaling based on user preference. I often felt like the odd man out or felt like I was leaving someone else out because of the group-size. At the very least, the game needs some PvE alternatives for larger groups. You know, like Patrol zones that don’t suck.
The rest of my complaints were covered in my other post. Now that these two drafts are properly salvaged, maybe I can throw away these resources for a modicum of Faction since there’s no way else to really earn any!