9 Things Halo 5 Must Learn From Destiny

4. Great Game Worlds Are Lively, Not Just Huge

If nothing else, Destiny has delivered a gorgeous and lovingly-tailored world. The rusted walls of Old Russia's haphazard structures, the slow decay of the Hive's dingy alcoves, the surprisingly lush jungles of Venus and its crystalline ponds - each and every planet is dripping with care from the design team. They must have some steep travel fees though, because nobody seems to want to spend time on them. The Fallen, Vex, Hive and Cabal apparently have much better things to do than give the planets a decent population density. And where's the wildlife, for that matter? Formulaic respawn points certainly don't help the issue, but even without them Destiny is a disappointingly empty universe. Even its touted social hub, the Tower, is home to a scant dozen or so Guardians at a time. What could have been a thriving community of merchants and warriors is nothing more than a ghost town speckled with objectives and tasks which are forgotten as quickly as they're completed. Maybe tone down the size of the kingdom and up the citizen count, yeah?
Contributor
Contributor

A freelance games writer, you say? Typically battling his current RPG addiction and ceaseless perfectionism? A fan of horror but too big a sissy to play for more than a couple of hours? Spends far too much time on JRPGs and gets way too angry with card games? Well that doesn't sound anything like me.