Destiny 1 up to the Vault of Glass was incredibly special, and then had a lot of bumps but some great moments. House of Wolves, the Taken King, SIVA/Iron Lords and the first Moments of Triumph.
Although I played a lot of D2 it never quite got to the same level of magic.
The first couple of years with Curse of Osiris etc and their attempt to make everything zany really undid a lot of the cool atmosphere and story they did in D1.
Then when they made it so Your Guardian wasn’t The Guardian any more by having each world-first raid completion be canon (i.e. other guardians killed the raid boss not you, changing the Dreaming City, or opening up the Leviathan…) it was hard to keep the immersion alive.
There were so many things you needed other people to help you with it meant a significant portion of the game was interacting with other gamers - which means Bungie’s gaming experience is in the hands of one of the most mercurial groups of people on the planet.
They got back there with the Pyramid ships, Witch Queen, Vow of the Disciple, but by then we were in the content treadmill and everything felt disposable because they’d delete content regularly.
So you ended up with a temporary, non-ownable experience that relied on real world interaction with other gamers, in a world with incredibly scattershot storytelling of varying quality.
Destiny 1 up to the Vault of Glass was incredibly special, and then had a lot of bumps but some great moments. House of Wolves, the Taken King, SIVA/Iron Lords and the first Moments of Triumph.
Although I played a lot of D2 it never quite got to the same level of magic.
The first couple of years with Curse of Osiris etc and their attempt to make everything zany really undid a lot of the cool atmosphere and story they did in D1.
Then when they made it so Your Guardian wasn’t The Guardian any more by having each world-first raid completion be canon (i.e. other guardians killed the raid boss not you, changing the Dreaming City, or opening up the Leviathan…) it was hard to keep the immersion alive.
There were so many things you needed other people to help you with it meant a significant portion of the game was interacting with other gamers - which means Bungie’s gaming experience is in the hands of one of the most mercurial groups of people on the planet.
They got back there with the Pyramid ships, Witch Queen, Vow of the Disciple, but by then we were in the content treadmill and everything felt disposable because they’d delete content regularly.
So you ended up with a temporary, non-ownable experience that relied on real world interaction with other gamers, in a world with incredibly scattershot storytelling of varying quality.