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As Destiny 2’s decade-long Light and Darkness saga comes to an end, experimenting with one new feature now feels more necessary than ever before.
In a world where Gambit thrived, Destiny 2’s seasons, storylines, and even its endgame might’ve revolved around PvEvP as a core foundation.
Destiny already has the pretty hyper 'raid' fixation and then they added legendary raid dungeons. Hyperfixating in PvEvP wouldn't work as well because you need a lot more than 2% of the userbase to keep that going unlike raids that are propped up by streamers who make running them their whole job. Most players don't play all the raids let alone run them over and over. And most who play PvP don't want structured PvE elements.
Ex-Warner Bros. executive reveals that the Nemesis system was designed to create a compelling game that would stick with gamers.
Harry potter could be a great game to use it. The students and the enemies could each have their own seperate tree.
Warner bros is so full of it. Usually corporations cry about piracy but this was simply due to the second hand market and they don’t t like that.
It was a neat idea, but the game is packed with a lot of repetitive filler grindy stuff, clearly designed to make the game last longer. The sequel went overboard, with the filler as well, in order to nudge players towards micro-trash-actions, which were eventually dropped.