Hello everyone! Are you sitting comfortably? Good. Because I've been playing Destiny.
I got Destiny on launch night, one of 4 people at my local launch who managed to bag a Ghost Edition, and I recently went through a hiatus of playing Destiny. All before the Dark Below expansion came, I had basically ran out of things to do. I was a level 28 with no high level equipment and really was not a fan of the Crucible, Destiny's Player vs. Player mode (which deserves its own post), so I was done.
But over Christmas, Bungie gave every player of Destiny a brand new shiny weapon, a weapon fit for the new expansion, allowing all players to have a competitive edge as the new expansion raised the level cap making some gear obsolete.
I had been so far away from Destiny that a lot of my habits had mainly gone, things like weapon preferences and such. So when I appeared at the Tower, a new Auto-Rifle (Destiny's equivalent of an assault rifle) was sat there waiting for me, a type of gun that I never used (the gun being Payback SOS for anyone interested). So with a new tool and bunch of new quests to take on, my interest in Destiny was renewed.
There's a lot of criticism about Destiny, a majority of that ire focused upon the vague narrative and how the game just becomes a grind. But being back in the swing of Destiny, I found that the latter criticism became the reason why I play it. That Auto-Rifle was the start of what has become my quest to get new stuff, but not just any old stuff though. Its stuff that I've worked for and strived to earn. This is because Bungie provides a way to play Destiny that I rarely see implemented, and thats making your enjoyment an occupation. I know its sounds rather bland but hear me out.
Whenever a player boots up Destiny, every vendor and questgiver is situated at the Tower (the game's social hub). So the first task is to get to the Tower and find what needs to be done. The Bounty Tracker has a mission to kill a certain unique enemy on Mars, so you get the mission, fly to Mars, complete it, and then return to the Tower to hand it in. The bounty gives you XP which triggers a level up prompt for a piece of your gear, and lo and behold you don't have enough materials to upgrade them. So you check the Bounty Tracker to find a mission on Earth which happens to have the materials you need to better your gear, and so on, and so on, and so on.
Having the player returning to a location on a regular basis segments the gameplay, keeps things fresh, but more importantly it constantly gives the player short term goals which in turn gets the player achieving long term goals, such as gaining raid gear and prized exotic gear (my latest addition being a quirky shotgun that changes its range based on whether you hipfire the gun or not).
Having that structure keeps making the game deliver, and keeps providing new chances for the player to better themselves. Talking of which, I'm off to play some more.