@monkeyking1969: I'm curious myself if it's just a byproduct of having spent so much time working on it that completely eliminates any sort of perspective on the project. The amount of fan-fare and strange developer comments, that almost sound pleading in their defensiveness and apprehension that make this so much more perplexing. The game looks beautiful and a lot of things seem to work really well, but Bungie seem to think they've reinvented the wheel here and given gamers something they've never seen before - and nothing could be further from the truth. Seeing how many previous generation games were moving towards no-load-screen open world experiences it's baffling how often you're stuck in loading here. For a next gen title I would have expected a sprawling seamless world, densely populated cities, living breathing worlds, and it's exactly the opposite. Minimalistic hub towns, lifeless worlds, constant loading. Did they not see it? Was there no external testing done way before they reached the alpha stage? People said that Watch Dogs was a failure in realizing next-gen potential and living up to it's original premise but Destiny falls short in such a completely more tragic way.
The more I think on it I do think the Ghost 'Cube' thing was supposed to be more engaging in terms of character, so that not hitting that spot would cause problems. However, I have to think they spent too much time trying to make the best possible shooter in a co-op drop in drop out world by neglected world building, stage building, dialogue options for NPCs, story, etc.
They might have started with the concept years ago of "What if you could play Halo in co-op, and what if other co-op groups could drop in seamlessly to fight bosses, and what if you could jump in a space ship and fly to a multiplayer 16 person battle!!!!! OMG!!!!
...Well, OMG ten years ago for sure. But somewhat less OMG in the era of big stories told through NPCs with dialogue trees and mission choices like Mass Effect. And, less OMG in an era where every five years Rockstar puts out something that amounts to the size and scope of GTA V. Neither of those other games is perfect, but lordie they are more interesting and a better balance of form & function.
Understand, what it does well - it does very well! I think Bungie succeeded in making a very functional, tight game play; but a game is not just game-play. You can make a bad game with excellent gameplay.
And, I don't think it is just this current generation where this has happened. I think BioShock Infinite ran into the same issues. You can't half-bake a story...you cannot make something illogical and sometimes offensive when you half-bake a story and weak characters. Even to some extent Farcry 3 ran afoul of having some weak elements to its story that wobbled very close to the edge of illogical and offensive. And, lest not even talk about Watch_Dogs because that has got to be the worst character arc even put into a game. Perhaps, we could be happy there is so little characterization and story to this game; yet, I cannot help but think that too little story and too little drama where it is expected is bad in its own way.
My advice to developers: Nail your story, nail your characters, nail all player actions/reactions/motivations to make them logical to your story arc. Story board all of that in pre-alpha and don't screw with it much afterward unless you REALLY think hard about each changes consequences to narrative and characters.
Also, it is easy to know if you have a story - a story is first of all a chain of events that happen to characters that begins at one place and ends at another, "where place" can be a physical journey, a emotional journey, or often a journey from 'not knowing' to 'knowing' something.
A story is NOT a series of events, a story is not things happening to characters. A story is always moving characters in physical, mental, or perceptional space from one state to another...a story SHOW/TELLS growth and change to its characters. If your characters don't change or perceive something new by they end of it, you have not made a story about them. This is "Writing 101", but most producers/developers of games have not passed this class or they forget the lessons from project to project. That is why most games have very poor stories, developers fall into the trap of having events occur to characters and they think a pile of events that comes to a BIG event (a boss fight) is a story. That is not, and never will be, a good story.
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