The problem with live service sets
When the first Destiny came out, I was one of the first to adopt it. I was aware of the game 's flaws. Yes, it lacked content, but most of all I had fun. Although I was not a great first person shooter, I found Destiny fun to play and easy to access. The controls were smooth and I enjoyed building my own Titan Guardian of the Citadel. Fate was probably my introduction into the "live service game " phenomenon as it is called today, but I had little understanding of what the term really meant to the era.
The original Destiny was a cranky game. And by "grindy ", it forced players into a game loop over and over again to try and get this better and cooler gear.
Et yes, I even participated in the Loot Cave incident. I also loved this loot cave. The Loot Cave is how I got the Gjallahorn in the original Destiny, and unlocking the Gjallahorn was a lot of fun.
I wasn't getting any exotic drops with the more traditional way Destiny wanted you to play, so I resorted to the Loot Cave, and I didn't. not regret a little. That said, the lack of Exotic Drops outside of the Loot Cave was probably one of Destiny's first issues.
And while Destiny was decidedly lacking in content in the launch, its multiplayer was fun and constantly made me back down. For all intents and purposes, multiplayer alone for Destiny gave me enough fun and gameplay that it was worth the price of entry back in the day.
Finally, I got a blockage of the first Raids for Destiny. The raids were extremely difficult, but using
It wasn't the wobbly patchwork plot, the oppressive raids, or the apparent scarcity of content. It was this strange light leveling system. Before the Light Leveling System became the norm, I felt like I could bring my Guardian to its maximum level. I could mix and match the cool gear, I could customize the shaders however I wanted. I could buy new exotic weapons for Mr. Xur. Then I could use these weapons in fun multiplayer sessions.
This was when Destiny was the most fun for me. The Light Leveling system is whati really killed it for me.
The Light Leveling system is where the game really started to feel like a chore. After a while, I found out that I could not cross the barriers of the light level system. Whereas before with raids I could after enough games and get this new and great gear. The Light Leveling system, however, interrupted my Destiny gameplay. I discovered that no matter what I could do, I couldn't cross the barriers of the light level. This is what I needed to do to advance my gameplay and play the new raids and tougher Strike missions, but it just wasn't happening. This is when Destiny became a chore to play.
When Destiny 2 released, I gave it a first try. Some improvements have been made to the storytelling and presentation. CepenHowever, the Light Leveling system was still there and persisted. The Light Leveling system was my obstacle to having fun and getting more into Destiny. I couldn't get the weapons or the equipment that I wanted. I couldn't be paired up in raids to get the best gear. Nothing was working really well anymore. This is when the game started to feel too hard and just more fun. Single use shaders didn 't help. The shaders were one of the best aspects of Vanilla Destiny, and they weren't for one-time use. Making shaders into a single consumable was a mistake that should never have happened to the Destiny series.
My other foray into live play was The Division. I was at E3 2013 when The Division first unveiled, and I was intrigued. It seems that every year Ubisoft has started to show more plus in addition to that title, and it sounded fascinating. When The Division first came out in 2016, I was still playing Destiny somewhat at the time, and tried it out. At first, I liked The Division. I thought that was a great premise for a game and a concept.
You are part of an elite unit sent to New York in the grip of a deadly pandemic and virus, offering aid to civilians and putting an end to anti-government and terrorist militias. It's a city that's practically on its deathbed, and you are one of the operators sent to try to bring it back from the brink of destruction.
At first I had fun with The Division. It had its issues, but teaming up with other players for missions was sometimes fun. But once you hit the end game, that's when it started to suffer. The dark area istedious coming after a while. The promise of getting some amazing loot or loot from the Dark Zone wasn't very satisfying. The forays weren't very fun either. There are games that are tough, while The Division's forays have proven to be artificially cheap. These items left a bad taste in my mouth which really made me sick of live service games.
Then I had a revelation while playing The Witcher 3: Wild Hunt. After I finally got the last expansion in game history, Blood & Wine, I realized that The Witcher 3 was the experience I really wanted out of a major AAA game release. Once I beat Blood & Wine and started New Game +, that's when The Witcher 3 started opening up for me. This is when I started playing with my skills, my witcher school armor is being built andI didn't mix and match the rune setups for my gear and weapons.
The best sword in The Witcher 3 is the Aerondight. It is a sword that levels up as you use it. Yes, it's a fixed path to unlock Aerondight, but once you get it you feel like a really badass Witcher warrior. The Live Service games had failed to keep my interest. Despite their initial promise and fun factor, they ultimately deterred me with their cheap tactics and artificial barriers to make the experience more fun. The Witcher 3 didn't do that to me. Even when The Witcher 3 got more difficult, I felt like the game was rewarding me for being successful rather than avoiding my efforts.
Ultimately The Witcher 3 is the reason I steered away from live service games andI will never look back. I want a bit of control over how I can improve and enhance my gaming experience rather than falling prey to Light Leveling barriers and RNG trash. I want to be able to do something that will give the result of getting some cool weapons and gear to make the game more fun to play rather than being constantly hampered by the in-game systems; games that require you to have the best equipment to advance, but that best equipment constantly seems out of reach. Or games try to monetize things that weren't monetized before.
And it's frustrating when you see instances like EA stopping the big Visceral games 'and Amy Hennig ' s Star Wars game because they needed to "rotate " on thesign and turn it into a live service title. It got even more maddening when after all of that EA never released this rebooted live-service version of that game. And instead they released Star Wars Jedi: Fallen Order. Star Wars Jedi was a full story and a storytelling single-player experience.
You know, the kind of game that Amy Hennig, one of the creators of Uncharted, set out to make, was thrown in the trash! The type of game that an EA executive said was no longer popular. And here in 2021, that is still blatantly wrong.
The Witcher 3 is now the gold standard by which I judge all games, and I will never return to live service games which put cheap barriers and tactics on fun gameplay for the player. Games should be fun to play. When I realized that I was no longer having fun with these so called service voucherslive I gave them up and never looked back. Since then, I have enjoyed my gaming experiences much more.
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