Friday 28 November 2014

Destiny: There and back again

There

So, let’s start off by going back to the end of August, Destiny is a week or so away from release, and it is being hyped to the point where it may be released in a ‘sliced bread’ special edition cover. It certainly was exciting, and then, the game actually came out.

Destiny was good, but essentially ended up being washed over completely because people expected so much from it. I expected so much from it. It was an MMO, but it wasn’t, it was kinda, perhaps, maybe an MMO...but not really. It essentially filled this space between space adventure narrative and MMO, and because it was an in-between, the game seemed torn. While you were playing through the game, it was brilliant. It seemed unique, fun, cooperative, had a multiplayer, and the experience of running into other players just while playing, which was, for consoles at least, a unique experience. However, once you hit ‘end game’, at the point where the MMO-ness should really kick in, it fell apart. The same raids over and over again, did become tedious. You do about 5 different raids and you’ve essentially just done all of the story missions again. I would have forgiven the short and lacklustre story if upon doing the end game, the MMO aspects kept everything fresh, but they didn’t. There was very little being added each week to keep the momentum of the game going, until eventually, I stop playing it. Maxed out and bored, I was done.

Back Again

It has probably been a month since I last played Destiny, before I picked it up and gave it another whirl this week. I was hoping to find that after the month that I had been away there would be fresh content and momentum given to the game, where I could come in and play it as an MMO, but, what I actually found, is that it is exactly the fucking same.

Now, I wasn’t expecting miracles, I wasn’t expecting a new game, but in the nature of the middle ground this game is trying to cover, I expecting a little more than a new person to buy stuff from in the hub world. All the planets maintain their certain raids and missions, and the crucible (multiplayer) seems to be the same also.

At the time of writing this, we are now about a week away from Bungie’s first DLC , and I think it is telling that this is being referred to as ‘DLC’ and not and ‘expansion’. If you look at something Like World of Warcraft, with each expansion you get a new area, new raids, new story, which is exactly what you’re getting with the Destiny DLC, so what is the difference? I’m afraid to say that the difference, the big reveal, is that Destiny is just a regular game, not an MMO. Bungie wanted you to think it was an MMO because of the fact that the game is short and poorly written. It pretended to have something for you after you’d finished the game, as an MMO would, but it just doesn’t.

What Destiny should have been is a true to form, story driven game that had a multiplayer, which could then be emphasised. I’d like to think Bungie were trying to do something unique here, break the mould, say, ‘we don’t want the standard story and multiplayer aspects. We want a world where everything operates from within it’. I’d like to say they wanted to do that but just failed. However, after coming back to the game after a month and hearing of this DLC, it seems more like Bungie forced this MMO angle because with an MMO you’re almost obliged to buy the DLC ‘keep living in this world’, whereas, with regular games, DLC can be optional, and you stand to make less money if something seems optional.


Conor M.

No comments:

Post a Comment