Destiny's endgame is a decidedly two-sided affair; you're either slaughtering one of the game's four enemy factions in Strikes and Raids or mowing Guardians down in the Crucible. As is the case with all MMOs, and indeed online games in general, players often gravitate to one side. Unfortunately, Bungie just isn't having that. This has never been more obvious than with the recent Queen's Wrath update, which adds new bounties and equipment to the game. To the dismay of PvE-heads, the Queen is quite fond of the Crucible and will often task players with such burdensome Bounties as 25 headshot kills with a specific weapon. And PvP fans? Hope you've got the stomach to mindlessly kill 200 Fallen - also with mandatory headshots at times - otherwise you'll never gain the fickle Queen's favour. If Destiny wants to be recognized as even a quasi-MMO, it needs to start acting like one. Forcing PvP or PvE down its players' throats couldn't be further from effective design. Destiny isn't Halo, so its competitive scene cannot be treated the same or be assumed to have the same popularity among its player base. Raids and Strikes too, may not be what gets a player's heart thumping. Instead, offer players a choice: kill NPCs or kill players. It's a true-or-false question - not terribly difficult to design.
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.