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the_p_oblem_with_mainst_eam_appeal [2025/12/18 09:38] – created mollie31v19403the_p_oblem_with_mainst_eam_appeal [2025/12/18 12:59] (current) – created alannaroach9261
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-Dead Space 3’s compromises were a bit more subtle , but they still resulted in a not-so-minor departure for the series. Where the first two games were horror games first and shooters secondDead Space 3 was the opposite. It traded careful resource management and situational weapons for resource crafting and all-purpose creationsRather than a tense experience that required its players to think on the fly, players got an occasionally startling but overall leisurely romp through an undead ice planet. Once players acquired enough resources to craft gun with both long and short range firing modes, any semblance of genuine scares and vulnerability went right out the airlockSupposedlyIsaac isn’t even alone for most of the game thanks to his partner, Carverappearing out of the ether during every other cutscene. Just like with Fallout 4 and Destiny 2, Dead Space 3 represented shift in genre for the sake of more mainstream appeal. The semblance of the game its fans loved was still therebut that’s all it was: semblance. The traits that made it uniquethat attracted fanbase in the first place, those were either severely watered down or cut out entirely in the name of attracting more casual players.+Of all the things players can do in the open areaAdventures are the most story-drivenPresented on the map as an orange banner with white sword, these activities task Guardians with following a series of objectivesStructurallyAdventures most resemble the mission design of missions from the original; get an objectivego clear out a wave of enemieslisten to Ghost speculate bitand battle boss.
  
-For examplewhen tackling a Cabal Extraction Site, players will come face-to-face with a Cabal Thresheran air vehicle that rains missiles down on attacking GuardiansDestroy it, and players will go face-to-face with a Cabal Valus. In another example, when fighting a Fighting a Fallen Spider Walker defending shields protecting three Scorch Cannons, successfully taking down those shields will summon two additional Spider Walkers.+Speaking of enemiesDestiny 2 doesn’t add anything new to the mix. Each of the factions from the original game returns with a few new unitsbut they don’t change the fact that these are the same enemies we’ve been shooting for the past three yearsConsidering we’re exploring new, exotic worlds, it would have been nice to get some new enemy species thrown in.
  
-At the moment, theres probably no finer example of this than Destiny 2 . Among the many problems afflicting it, the most basic is probably the fact that, at its core, the game is a compromiseIt’s a watered-down version of what made the original Destiny enjoyabledone for the sake of attracting a more casual audience. Annoying grind or notDestiny 1 was more about the hunt than it was the acquisition. Rather, it might be better to say that the hunt was what made the acquisition fun. The hunt took commitment though. Gathering exoticraid and perfectly-rolled gear took time. It took patience. It meant throwing oneself into the grind until they finally earned the prize they sought. The lack of content variety was certainly annoyingbut the way [[https://www.destiny2focus.com/articles/queenbreaker-in-2025-still-my-go-to-heavy-for-epic-dps.html|Queenbreaker Destiny 2]] was set up made the effort feel rewarding all the same. Not everyone enjoys this sort of game though. It’s not as easy to drop in and play as, say, Call of Duty or Halo 5. This is what Bungie "fixed" in Destiny 2. Now, the hunt is basically gone. Every piece of gear one can get is exactly the same as everyone else’s. "Rare" loot can be earned by literally doing nothing, exotics no longer feel special and character builds are practically nonexistent. It’s much easier to jump in as a new or casual player, but why should they bother? In its pursuit of the casual audience, Destiny 2 wound up sacrificing the very thing that made the original fun engage in: the actual hunt and effort required to obtain rare loot. Destiny 2 isn’t the only game to suffer in this way though. Just look at Fallout 4 or even Dead Space 3.+The story campaign has more missions and cinematics than youve ever seen in a Destiny game. The player experience has more varietymore types of activitiesand more ways for you to enjoy the experience by yourselfor with other players. It is, in terms of the action you’ll enjoy [[https://www.destiny2focus.com/articles/destiny-2-s-armor-3-0-revolutionizing-builds-in-edge-of-fate.html|Stat scaling system]] a more diverse experience than any Bungie game ever.
  
-Ill admit it, I was worried for Sunset OverdriveWe barely got to see anything at E3, and what they were demoing was a tower defense-esque multiplayer mode. It seemed to have all the charm that Insomniac Games is known forbut you could never be certain with the amount of hype Microsoft was putting behind it. Thankfully, the Burbank-studio delivered as Sunset Overdrive is an enthrallingover the top shooter that messes Jet Set Radio with Crackdown into one neat packageWith fourth wall breaking dialogueone of the most colorful open worlds to be foundand a creative arsenal at your disposal, Sunset Overdrive is Xbox One’s prized jewel.+Casual players are the single largest audience in gaming; theres no getting around it. This is the audience that every major publisher wants to appeal tothe one group that every development studio hopes will latch onto their game. After allcapturing the attention of the casual or mainstream audience usually means massive success and wondrous profit. So it’s understandable that they, publishers especially, would have a vested interest in making their games more accessible and appealing to that audienceMaking that appeal often means simplification. The simpler the game is, the more accessible it is, the more mainstream appeal it can have. While there’s nothing innately wrong with making one’s game more accessible to the wider gaming audience, doing so always comes at a costJust as a game cannot be both simple and complexneither can it simultaneously serve its niche and successfully appeal to the mainstream audience. Therefore compromises must be madeusually ones that rob the game of what made it special in the first place.
  
-Having been mixed on Divinity games in the pastwas hesitant to jump into Larian Studioslatest gameIt took only ten minutes before I realized I shouldn’t have worried as Divinity: Original Sin is one of the most hardcore RPGs in long while. This isn’t something that holds your hand; it’s up to your own memory and thoughts to determine the outcome of specific scenariosYou also have to really enjoy detailed menu systems and walls of numeric values for each character to appreciate what kind of RPG this is. Mix in turned based combat system similar to that of XCOM: Enemy Unknownwith dice rolls and strategic placing, and Divinity: Original Sins is an RPG of the ages. +Destiny nailed its gameplay mechanics perfectly out of the gate and those carry beautifully into Destiny 2. Aiming and shooting feel fantastic, while platforming has been tightened up with Guardians now able to clamber over ledges. Jumping is still a little floaty, but the clambering should help players avoid some unnecessary deaths. 
-(Image: [[https://i.ytimg.com/vi/XiQLss9zKeo/hq720.jpg|https://i.ytimg.com/vi/XiQLss9zKeo/hq720.jpg]])The European Dead Zone is the most impressive open area Destiny has ever hadIts expansive, beautiful to travel through, and filled with entertaining activities like Public Events and AdventuresUnfortunately, Patrols remain basicand Devrim Kay doesnt entirely solve the traveling back and forth between open areas and social space problemStill, the EDZ is a massive improvement over what came beforeand hopefullythe rest of the open areas can deliver a similar experience to the EDZ.+ 
 +Destiny came up short in many departments following its 2014 launchincluding exploration. Exploring Earth, Venus, Mars and the Moon was supposed to be exciting, but ended up being a chore. The open areas of each planet were flat, plain and lacked exciting activities to participate in. They were pretty but didn't have substance to keep players entertained outside of mindless busyworkThis is something Bungie is directly addressing with Destiny 2. 
 + 
 +The most immediate change is the environment. The Tower always seemed like an elusive thing; my Guardian didn’t feel close to those she was supposedly protecting. How is one supposed to feel like hero when there really isn’t anyone worth saving? Heroes come in all shapes and sizes, whether fighting actual battles or just being that person someone looks up to, heroes aren’t made without those to protect. Although, it could be argued Guardians are more warriors…never mind, no need to go down that path. Needless to say, Guardians are now invested in the people they are protecting; they are going out into the world and fighting back whatever might threaten a community brokenIt connects Guardians to something worth fighting for: relationship. 
 +Fallout 4 and Dead Space 3 were both the standout best sellers of their respective series. More gamers are familiar with these series thanks to their widespread success. On it’s own, this success is a good thingIn the case of Fallout at least, it means that the series has future. Just like with Destiny 2, however, that success came with a price. In the case of Fallout 4 greater success and mainstream appeal came at the cost of its RPG depth. Instead of defining what kind of character they want to play at the outset of the game, players can instead develop them as they play. The Sole Survivor’s identity is fluidThey can be anything and everything given enough time. Theyre basically competent in everything from the outset of the game and developing them is mostly just a matter of increasing their damage with/resistance to different types of weapons. 
 + 
 +There were some 3v3 modes like Trials of OsirisWith Destiny 2weve met somewhere in the middleEvery game mode is 4v4 now instead of 3v3 or 6v6. We’ve created scenario where every single player in the Crucible plays an important role on their team. We’ve placed an emphasis on strategyteamworkand communication. You’re going to think a lot about how you back each other up, how you play together.
  
the_p_oblem_with_mainst_eam_appeal.1766050682.txt.gz · Last modified: by mollie31v19403