「The European Dead Zone Is Born To Keep Destiny 2 Alive」の版間の差分
Annette5918 (トーク | 投稿記録) 細 |
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<br>In Destiny 2, the | <br>We think that a lot of players are going to be pretty surprised about how 4v4 changes the landscape. In terms of being on a big team in Destiny, that’s the Raid. The pinnacle activity in our game is all about being in a Fireteam of six and solving the biggest mysteries in the game together.<br><br>It’s still too early to say Destiny 2 is going to be the dream game we all wanted when it was first announced in 2013, but based on what we played, Bungie is on the right track. We’re finally getting that cinematic, set piece filled campaign that was mysteriously missing. Strikes are going to put players in big environments and have them do more than just shoot bullet sponge enemies. There are new modes to play, worlds to see and characters to interact with. Destiny 2 may just be the game Destiny was always meant to be.<br><br>At the moment, there’s probably no finer example of this than Destiny 2 . Among the many problems afflicting it, the most basic is probably the fact that, at its core, the game is a compromise. It’s a watered-down version of what made the original Destiny enjoyable, done for the sake of attracting a more casual audience. Annoying grind or not, Destiny 1 was more about the hunt than it was the acquisition. Rather, it might be better to say that the hunt was what made the acquisition fun. The hunt took commitment though. Gathering exotic, raid and perfectly-rolled gear took time. It took patience. It meant throwing oneself into the grind until they finally earned the prize they sought. The lack of content variety was certainly annoying, but the way Destiny was set up made the effort feel rewarding all the same. Not everyone enjoys this sort of game though. It’s not as easy to drop in and play as, say, Call of Duty or Halo 5. This is what Bungie "fixed" in Destiny 2. Now, the hunt is basically gone. Every piece of gear one can get is exactly the same as everyone else’s. "Rare" loot can be earned by literally doing nothing, exotics no longer feel special and character builds are practically nonexistent. It’s much easier to jump in as a new or casual player, but why should they bother? In its pursuit of the casual audience, Destiny 2 wound up sacrificing the very thing that made the original fun engage in: the actual hunt and effort required to obtain rare loot. Destiny 2 isn’t the only game to suffer in this way though. Just look at Fallout 4 or even Dead Space 3.<br><br>Casual players are the single largest audience in gaming; there’s no getting around it. This is the audience that every major publisher wants to appeal to; the one group that every development studio hopes will latch onto their game. After all, capturing the attention of the casual or mainstream audience usually means massive success and wondrous profit. So it’s understandable that they, publishers especially, would have a vested interest in making their games more accessible and appealing to that audience. Making that appeal often means simplification. The simpler the game is, the more accessible it is, the more mainstream appeal it can have. While there’s nothing innately wrong with making one’s game more accessible to the wider gaming audience, doing so always comes at a cost. Just as a game cannot be both simple and complex, neither can it simultaneously serve its niche and successfully appeal to the mainstream audience. Therefore compromises must be made, usually ones that rob the game of what made it special in the first place.<br><br>Destiny came up short in many departments following its 2014 launch, including exploration. Exploring Earth, Venus, Mars and the Moon was supposed to be exciting, but ended up being a chore. The open areas of each planet were flat, plain and lacked exciting activities to participate in. They were pretty but didn't have substance to keep players entertained outside of mindless busywork. This is something Bungie is directly addressing with Destiny 2.<br>Upon release, one of the main criticisms hounding Destiny 2 was its conversion of shaders from permanent unlocks to single-use consumable items . In response, many were quick to point out that shaders in general were easy to come by and that players wouldn’t actually be hurting for them all that much. In general, this is true. Shaders as an item are indeed relatively easy to come by. However, most of the best shaders are only gained through opening "Bright Engrams", items which are loot boxes in all but name. They’re obtainable through in-game means but only at a snail’s pace unless one decides to fork over some real cash. Players also have absolutely zero control over what they get out of them. So while those cool shaders are technically obtainable, there’s no guarantee that a player will ever get the one they want, much less more of it. So instead of encouraging players to enjoy Destiny 2’s new system that allows every piece of gear to be individually customized, the game instead pushes players to do the opposite and hoard what shaders they do get until they manage to obtain a piece of endgame gear that won’t be immediately scrapped. [https://www.destiny2focus.com/articles/unlock-god-mode-destiny-2-s-edge-of-fate-exotics-are-game-changers.html moirai hunter chest Armor] and weapon mods suffer from a similar drawback too, though they can at least be bought with in-game currency. This problem isn’t just limited to consumables either. Thanks to Destiny 2’s deplorable token system, there’s been wholesale reduction of player control over the gear they earn. The system is probably meant to promote grind, but instead it does the opposite. Why should the game’s players bother with the grind loop if they can’t grind for the things they actually want?<br> | ||
2025年12月18日 (木) 01:42時点における版
We think that a lot of players are going to be pretty surprised about how 4v4 changes the landscape. In terms of being on a big team in Destiny, that’s the Raid. The pinnacle activity in our game is all about being in a Fireteam of six and solving the biggest mysteries in the game together.
It’s still too early to say Destiny 2 is going to be the dream game we all wanted when it was first announced in 2013, but based on what we played, Bungie is on the right track. We’re finally getting that cinematic, set piece filled campaign that was mysteriously missing. Strikes are going to put players in big environments and have them do more than just shoot bullet sponge enemies. There are new modes to play, worlds to see and characters to interact with. Destiny 2 may just be the game Destiny was always meant to be.
At the moment, there’s probably no finer example of this than Destiny 2 . Among the many problems afflicting it, the most basic is probably the fact that, at its core, the game is a compromise. It’s a watered-down version of what made the original Destiny enjoyable, done for the sake of attracting a more casual audience. Annoying grind or not, Destiny 1 was more about the hunt than it was the acquisition. Rather, it might be better to say that the hunt was what made the acquisition fun. The hunt took commitment though. Gathering exotic, raid and perfectly-rolled gear took time. It took patience. It meant throwing oneself into the grind until they finally earned the prize they sought. The lack of content variety was certainly annoying, but the way Destiny was set up made the effort feel rewarding all the same. Not everyone enjoys this sort of game though. It’s not as easy to drop in and play as, say, Call of Duty or Halo 5. This is what Bungie "fixed" in Destiny 2. Now, the hunt is basically gone. Every piece of gear one can get is exactly the same as everyone else’s. "Rare" loot can be earned by literally doing nothing, exotics no longer feel special and character builds are practically nonexistent. It’s much easier to jump in as a new or casual player, but why should they bother? In its pursuit of the casual audience, Destiny 2 wound up sacrificing the very thing that made the original fun engage in: the actual hunt and effort required to obtain rare loot. Destiny 2 isn’t the only game to suffer in this way though. Just look at Fallout 4 or even Dead Space 3.
Casual players are the single largest audience in gaming; there’s no getting around it. This is the audience that every major publisher wants to appeal to; the one group that every development studio hopes will latch onto their game. After all, capturing the attention of the casual or mainstream audience usually means massive success and wondrous profit. So it’s understandable that they, publishers especially, would have a vested interest in making their games more accessible and appealing to that audience. Making that appeal often means simplification. The simpler the game is, the more accessible it is, the more mainstream appeal it can have. While there’s nothing innately wrong with making one’s game more accessible to the wider gaming audience, doing so always comes at a cost. Just as a game cannot be both simple and complex, neither can it simultaneously serve its niche and successfully appeal to the mainstream audience. Therefore compromises must be made, usually ones that rob the game of what made it special in the first place.
Destiny came up short in many departments following its 2014 launch, including exploration. Exploring Earth, Venus, Mars and the Moon was supposed to be exciting, but ended up being a chore. The open areas of each planet were flat, plain and lacked exciting activities to participate in. They were pretty but didn't have substance to keep players entertained outside of mindless busywork. This is something Bungie is directly addressing with Destiny 2.
Upon release, one of the main criticisms hounding Destiny 2 was its conversion of shaders from permanent unlocks to single-use consumable items . In response, many were quick to point out that shaders in general were easy to come by and that players wouldn’t actually be hurting for them all that much. In general, this is true. Shaders as an item are indeed relatively easy to come by. However, most of the best shaders are only gained through opening "Bright Engrams", items which are loot boxes in all but name. They’re obtainable through in-game means but only at a snail’s pace unless one decides to fork over some real cash. Players also have absolutely zero control over what they get out of them. So while those cool shaders are technically obtainable, there’s no guarantee that a player will ever get the one they want, much less more of it. So instead of encouraging players to enjoy Destiny 2’s new system that allows every piece of gear to be individually customized, the game instead pushes players to do the opposite and hoard what shaders they do get until they manage to obtain a piece of endgame gear that won’t be immediately scrapped. moirai hunter chest Armor and weapon mods suffer from a similar drawback too, though they can at least be bought with in-game currency. This problem isn’t just limited to consumables either. Thanks to Destiny 2’s deplorable token system, there’s been wholesale reduction of player control over the gear they earn. The system is probably meant to promote grind, but instead it does the opposite. Why should the game’s players bother with the grind loop if they can’t grind for the things they actually want?