‘Destiny 2: Forsaken’ works because it makes FOMO a part of the game

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Most games build their escapist fantasy around the idea of making your hero the center of everything. Destiny does it instead by giving you, the person playing the game, the most intense FOMO.

Destiny 2: Forsaken is a new expansion of the hit 2017 game that aims to right the ship after a rocky first year. So much of my first week with it has been characterized by excited IM and DM exchanges peppered between lengthy, almost binge-level play sessions.

Destiny fans geek out over these tiny details that read like incomprehensible gobbledygook to people on the outside. For all that it adds to the game in big ways — new story, missions, gear, activities — Forsaken is here to smooth over tons and tons of those tiny details. And that’s what makes describing its success to any non-fans out there so challenging. Read more…

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View More ‘Destiny 2: Forsaken’ works because it makes FOMO a part of the game

‘Destiny 2: Forsaken’ will shake things up, but how did we get here?

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It was Sept. 6, 2017, the day Destiny 2 launched, and four of the principal creative minds behind it were right where they wanted to be: At home, playing the game.

“I think, honestly, I was home on my couch playing with my dad. That’s what I remember of the Destiny 2 launch day,” game director Chris Barrett said.

He wasn’t alone, either. Franchise director Luke Smith was at home, playing, too. So were Steve Cotton and Scott Taylor, Bungie veterans who both went on to serve as project leads on Forsaken, the one-year-later Destiny 2 expansion that just released on Sept. 4.

It’s helpful to know what these four Bungie principals — and many of their co-workers — were up to on launch day last year because their fandom is critical to Destiny’s continued existence.  Read more…

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View More ‘Destiny 2: Forsaken’ will shake things up, but how did we get here?