This past weekend, the sequel to Bungie’s Destiny was made available as a public beta to try out the game. Having never played the original, I was excited to try out another take on Role Playing Shooting. After playing it however, I’m not so sure that I want to play Destiny 2. One thing I am sure of is how Bungie designed a horrible beta and there are some important takeaways.
The MMO genre has always been built on keeping people invested and playing. In the past, this has been in the form of expansions and more and more content. The problem is that there is only so much that can be added in this front, unless you have a dedicated team working round the clock.
For today’s post, I want to look at a new alternative to progression that recent MMO design has been using, and the pros and cons of it.
A recent post on Gamasutra regarding the cheating that happened in Destiny raised a debate about whether or not the player base should be punished for using an exploit in game to cheat and get raid level content. The discussion turned to whether or not the player base was actively cheating or if they were merely using game systems in an optimized manner. The discussion of cheating vs. exploits can be confusing and is something that I want to discuss.