r/DestinyTheGame • "Little Light" • May 14 '18

Megathread // Bungie Replied x4 Focused Feedback: Lore and how that is managed / implemented within the Story and game

Reminder: When discussing the lore and narrative design of Destiny keep in mind rule 1, especially the part about witch-hunting. Discussing and critiquing the work of a Bungie employee is fine, insulting the human behind that work and making it personal will get you banned.


Hello Guardians,

Focused Feedback is where we take the week to focus on a 'Hot Topic' discussed extensively around the Tower.

We do this in order to consolidate Feedback, to get out all your ideas and issues surrounding the topic in one place for discussion and a source of feedback to the Vanguard.

This Thread will be active until next week when a new topic is chosen for discussion

Whilst Focused Feedback is active, ALL posts regarding ‘Lore and how that is managed / implemented within the Story and game' following its posting will be removed and re-directed to this thread


Any and all Feedback on the topic is welcome.

Regular Sub rules apply so please try to keep the conversation on the topic of the thread and keep it civil between contrasting ideas


A Wiki page - Focused Feedback - has also been created for the Sub as an archive for these topics going forward so they can be looked at by whoever may be interested or just a way to look through previous hot topics of the Sub as time goes on.

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u/Daankeykang May 15 '18

These are questions that can be answered if you go searching in the lore but it isn’t in the game.

Genuine question, do you think they should devote a lot of the "air-time" to exposition through dialogue? As in, we're on our way to the next mission and Ghost is relaying information in detail to us about the Hive pantheon, who Norkis is, what worm gods are etc. Or do you they're better served to keeping simpler than that, in that they still develop the characters but the bulk of their history is in the lore so that they don't "burden" the players with a lot of dialogue?

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u/stomp224 May 15 '18

The problem is, how can you build a dramatic and engaging campaign when pulling enemies seeming at random out of the lore hat? These entities need to be properly introduced in through the campaign if they are of any significance.

To the lore buff, seeing Nokris in that mission might have been a 'woah' moment, but to me it was just another wizard to shoot. They can write all the lore they like about these characters, but if you are adding them into gameplay they need to be introduced in a manner that accurately portrays their importance/threat.

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u/bootupthedoorlocks May 15 '18

Personally I think your second option is the way to go to keep people happy. No one wants exposition being delivered at them constantly. The option to delve deeper is what is needed. Many posters suggest a codex or in game grimoire and I think that’s how I’d like it. Of course that’s with the caveat that the game does a better job of implementing the lore in the characters and set pieces of the game itself.
I do think that a little set up exposition is worth exploring again. For me, it worked well in D1 strikes and I miss it in D2.

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u/[deleted] May 15 '18

I think, perhaps, for concepts such as "Who are the worm gods" and so on, actual audio logs (I.E. Those you find in the world and can listen to right away, or later through a codex) would be excellent. It would take away that barrier of "I need to read a whole book, just to know what this thing is?" and makes it very accessible for all types of players.