Destiny 2: Should Players be Concerned?

It seems as though every Destiny 1 player I have talked to recently has been nothing but incredibly hyped about the upcoming Destiny 2 release.  This is all that surprising, given that the Destiny community is always hungry for more content and we are all expecting Destiny 2 to be brimming with new places to explore and loot to find.  I wouldn’t classify myself as falling outside of that hype, but I have recently wondered if it’s possible for Destiny 2  to provide enough content at launch to satisfy our needs.

Unlike with the prior expansions for Destiny, Destiny 2 will be leaving everything from Destiny 1 in the past.  Nothing is set to follow our players from game to game other than our appearance and some sort of (expected) small bonus for the long term players.  It’s because of this that I have become a little concerned about the amount of content available to us when Destiny 2 launches.

Let’s take a moment to compare a few bullet points between the Destiny that exists today and the one that launched in 2014.

Destiny (Launch)

  • 3 Classes (Hunter, Titan, and Warlock) with 2 subclasses each
  • 18 Exotic Weapons (20 on PlayStation)
  • 18 Exotic Armor Pieces
  • 17 Story Missions
  • 5 Strikes (6 on PlayStation)
  • 10 Crucible Maps (11 on PlayStation)
  • 7 Crucible Modes (Including Iron Banner)
  • 1 Raid

Destiny (Today)

  • 3 Classes with 3 subclasses each
  • 46 Exotic Weapons (48 on PlayStation.  Add 16 more if you count the new Exotic Raid Primaries)
  • 54 Exotic Armor Pieces (Excluding Class Items)
  • 54 Story Missions (not all of which are replayable)
  • 14 Strikes (15 on PlayStation)
  • 29 Crucible Maps (31 on PlayStation)
  • 13 Crucible Modes (Counting modifiers like Mayhem, Doubles, and Inferno once)
  • 4  Raids

Quantity isn’t everything, but I have to assume that there will be less content in Destiny 2 at launch than the whole of what exists currently in Destiny 1.  That won’t necessarily be a bad thing as not all of the current content is fantastic, but I can’t help but wonder how a reduction will affect me.  Leveling up different characters will likely eat up a lot of time; for those that have played, you know that leveling up one subclasses, let alone multiple subclasses, takes a substantial amount of time.  How will we be spending that time is the question that worries me most?  Right now, I could theoretically jump into the Weekly Heroic Strike Playlist and cycle through the multiple existing strikes and not see a repeat for almost 3 hours (in reality we seem to get repeats at least every third strike for some reason).  That number could easily drop to about 1 hour in Destiny 2.  That’s okay, I’ll just jump into the crucible for a bit.  Currently there are enough maps for close to 6 hours without a repeat (again that’s not true in practice), but that theoretical number could drop to under 2 hours in Destiny 2.  This becomes especially apparent during an event like Iron Banner where a larger portion of the community is grinding crucible game after crucible game for long stretches of time.  For Trials of Osiris, having fewer maps to select from could mean we see the mode feeling stale a bit too quickly – especially if some maps aren’t balanced well for the mode (something I hope Bungie really focuses on avoiding when designing crucible maps for Destiny 2).

Assuming Xur, the exotic salesman, returns in Destiny 2 he might often be selling duplicate product as well.  I’m sure many Warlocks remember week after week of Xur selling Sunbreakers during year 1.  This takes away from a lot of the excitement that Xur’s arrival is designed to bring to the community.

Bungie has certainly learned a number off things from the 3 years they’ve spent updating Destiny 1.  They will almost definitely take all they’ve learned to provide a better game than the one that launched in 2014.  I have to think that some of the more popular modes like Trails of Osiris will highly likely be available very close to launch (there’s no reason for it to exist for at least the first few weeks).  Will some modes be cut?  Will they try to make the re-introduction of certain modes a selling point of future DLC?

There are two DLC expansions confirmed for the year following the launch of Destiny 2, and without the need to deal with the growing pains that Destiny 1 was forced to deal with, the first year of Destiny 2 could prove to be the best yet.  Will enough people be satisfied at launch to see it through?  Is it even possible to satisfy a majority when making significant reductions to the amount of content available, and worse, potentially making people pay to gain access to it again?


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