The Problem with Mainstream Appeal

There were some 3v3 modes like Trials of Osiris. With Destiny 2, we’ve met somewhere in the middle. Every game mode is 4v4 now instead of 3v3 or 6v6. We’ve created a scenario where every single player in the Crucible plays an important role on their team. We’ve placed an emphasis on strategy, teamwork, and communication. You’re going to think a lot about how you back each other up, how you play together.

Well that didn’t take long. It’s only been about a month since Destiny 2 released and it’s already struggling to hold its players’ attention. Many are focusing on loot or the sheer lack of content as the cause, but the game’s real issues run a bit deeper. Having loot to grind for is all well and good, but it doesn’t amount to much when there’s not a whole lot one can actually do with it. The game’s economy has also undergone a very player-unfriendly change, one that encourages microtransactions and hoarding over fun and engagement. Even the moment-to-moment gameplay has suffered. What was once relatively fluid and fast-paced combat has become slow and laborious. As it stands, Destiny 2 meets the basic requirements necessary to be called a full and proper sequel rather than a glorified expansion, but falls into the category of unsatisfying sequel that “fixed” all of the wrong things.

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, Desert Perpetual checkpoint 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. 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?

There’s no real choices and trade-offs to be made anymore. The same goes for the rest of the game. The in-depth and often rewarding dialogue trees are gone, replaced with options that boil down to whether or not the player character is going to be either nice or sarcastic nice. There are no karma checks, no skill checks, no special checks, nor even long and interesting conversations to be had. Dialogue might as well just be there because previous Fallout games had it. The list could go on, but is perhaps better saved for another time. As it stands,Fallout 4 has gained massive mainstream success. It just had to become a different game in order to get it; a game that’s much more a shooter with RPG elements than it is an RPG with shooter elements. It became a game one that fans of the old Fallout games have grown to hate and possibly a series that RPG fans in may no longer care about in the future. Taken on it’s own It’s a decent game, but one that has nonetheless been compromised for the sake of short-term sales. The same is true of Dead Space 3.

Over the course of its lifespan, most players agreed that Destiny’s most persistent problem was a general lack of content. There just wasn’t enough to do between DLC expansions. The thing is, those expansions never actually helped all that much. It would only take a week or two for the hardcore crowd to start complaining about a lack of content again. Some would blame those players for spending too much time with the game and burning through that content too quickly, but it’s only natural that players would quickly burn through expansions when they often didn’t include many new features. I was cautiously optimistic that Destiny 2 would address the real issue at the heart of its forebear’s content woes, but this sadly hasn’t been the case. It’s added a few minor features in the form of the new director, a map, small activities in its explorable spaces, milestones and flashpoints, but that that’s it. Oh wait, scratch that. Milestones and flashpoints are just re-branded bounties, so they’re actually not new at all. So not only does it offer less content than Destiny’s final form, but it still hasn’t addressed the first game’s core problem.