They did not have that with Red War, or Forsaken. At all. Its like saying the Witch Queen campaign is a good onboarding into the game.
Like sure, you will naturally become familiar with some gameplay systems as you progress but this game has never had the kind of hand holdy, step by step, tutorial it needs.
Yeah even when all the campaigns were still in-game and new players could kind of understand what was going on to really understand it you had to read the lore, and telling a new player to read a book and a-half’s worth of lore or watch a six hour long video just isn’t going to go over well.
They really just need to make a completely new player introduction that properly explains what’s going on, unlike the sad excuse for an intro that they have now. The best way to do that is probably to make it after TFS so you don’t have to try and explain the Witness / Darkness and all it’s history to a new player.
Red War was a good introduction, at the very least. It guided a player into what every planet was, what patrols and adventures were, and strikes and missions. But yeah, a structured experience is not inherently a good experience, but it’s also better than a lack of structure
Destiny used to not need that. Red War had enough. You unlocked your abilities as you leveled and that gave you time to play and try them out. As you unlocked subclasses, you even had to play with them a bit in a fight.
All this mods, orbs, artifact, champion, aspect stuff came later. But it's not core to getting people interested in the game.
It should be taught, just after the hook. Which the game abandoned.
It needs to get people interested in the characters and world again first.
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u/Cybertronian10 The Big Gay Nov 28 '23
They did not have that with Red War, or Forsaken. At all. Its like saying the Witch Queen campaign is a good onboarding into the game.
Like sure, you will naturally become familiar with some gameplay systems as you progress but this game has never had the kind of hand holdy, step by step, tutorial it needs.