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More Thoughts on Destiny's Story


Ta-metru_defender

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Essays, Not Rants! 186: More Thoughts on Destiny’s Story

 

So with my Rationale out of the way, I picked up Destiny’s expansion-sequel The Taken King and put… many… hours into it. It’s a huge improvement on the base game and, for a change, feels like a complete game with stuff like story and what not. Which is great, because Destiny had world building in spades, and now The Taken King is building on it and giving characters actual personalities.

 

These personalities are revealed through some newfound conflict beyond the original good guy Guardians versus the vague-but-evil Darkness. It’s still good versus evil, but now some of the good guys bicker. Zavala disapproves of Cayde-6’s flippancy who in turn thinks Eris takes things way too seriously. Little things, to be sure, but they add a depth that was sorely lacking in the game’s first year. Story is character, after all, and character gets revealed through conflict. Points to Destiny for finally showing an understanding of how that works.

 

That said, the game’s always been brimming with narrative architecture. The world is rife with details that hint at a great history behind everything. There are names like Toland and Alpha Lupi that show up in gear descriptions and bits of lore that hint at so much more. Oryx, a name that shows up here and there in the first year is the titular antagonist of Taken King, making a bunch of pieces finally fall into place. Plus, Destiny’s lore is incredibly diverse: the Guardians in gear description are woman, Chinese, and Indian. There’s a variety in the background.

 

But does this work?

 

The first year of Destiny seems to point to no. One of the biggest criticisms of the Destiny was its lack of story and no amount of world building can compensate for a disappointing narrative (I’m looking at you Elysium). Halo’s story worked in part because of Cortana’s commentary on Chief’s missions and discussions with various allies about what to do next. In Taken King, Bungie imitates their older games and gives context to the gameplay. Now there’s a more tangible reason for why you’re running, shooting, and punching villains. By making the Vanguard and Ghost interesting characters with personality too, there’s a sense of being part of something larger than just the mission at hand.

 

More interestingly, in Taken King a lot of small tidbits are given a larger purchase. Recordings of Toland play a small role in the story and make the prior mentions resonate all the more. Because now Toland’s not just a mythical name, he’s a mythical name with a connection to a character that affects how the story plays out. There’s a reason and a why to the details that color the world.

 

But then, there’s no indications as to what the Kessel Run is in Star Wars except that Han Solo made it in less than 12 parsecs. Yet it adds such a sense of texture to the film — it works in Star Wars. Maybe the overabundance of details wasn’t Destiny’s big problem, maybe it really was the lack of an appropriately substantial story.

 

Well, there it is. Ya gotta have story.

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The secret Praedyth story builds on this as well. An excellent story told by following in the footsteps of his team.

 

Love it.

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The Taken King definitely saved Destiny for me. Year One, while fun, was pretty disappointing on the story front (on the bright side, that left a lot of openness to theorize about with my fireteam, usually while we were doing strikes. We came up with a lot of headcanon for the Exo culture alone).

 

But nothing beats having -more- story and interaction. I guess swords, Cayde snark, and a giant warship to explore helps it along too. =P

 

-Inferna

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I'll be honest and say that, frankly, I think The Taken King is the best story Bungie has ever told - primarily because it doesn't take itself too seriously and contains several memorable characters. This is a huge step up from their work on the Halo series, which contained an excess of "plot" and "lore," but in my opinion failed to tell a good story. I's say there's a reason Cortana is usually noted as the most memorable character: because frankly, she's about the only character in the series that isn't a generic gruff military type or a one dimensional religious zealot. Also, Bungie appears to have finally discovered humor, which is never a bad thing. Hiring someone to write a bunch of jokes and then cutting every single one of them is by far the worst decision they made with Destiny Year One, and I'm holding onto the faint hope that they patch them back in, just as they patched in characterization.

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