Most of the development team was proud of the game, a source told me, and many were shocked to see harsh .play one piece online; although most at Bungie had anticipated that players wouldn't love the story, the team thought Destiny made up for that deficiency in many other ways. Over the next few months, driven by Iron Bar's story changes, Bungie's developers continued building Destiny.
Although the story he directed is no longer part of Destiny, much of his mythology remains, and even after the reboot, many of the writers Staten had hired stayed at Bungie to work on dialogue, flavor text, and what they call grimoire cards—a large library of rich, interesting lore that's only accessible outside of the game, on Bungie's website. (Bungie then missed out on a major bonus, that source confirmed. The story was written without writers. It was literally like making Franken-story. The writing team Joe put together was ostracized, said one person who worked on the game. They changed the order in which players would progress between each planet. Some of the decisions Bungie had made, like randomizing legendary loot engrams so they'd occasionally drop lower-tier items, infuriated even the most devoted players, and although Bungie fixed that—along with some of Destiny's other early problems—they made a bad first impression.

One source says they had internal surveys pegging the Metacritic score at around a 90 average; it turned out to be a 76. (Most of Staten's hires have since left the studio; one, Clay Carmouche, stayed at Bungie to pen the story and dialogue for The Taken King. Critics and fans did indeed love the look and feel of the game, but even beyond the lackluster story, there was much to criticize in Destiny: the random loot system, the grindiness, the bizarre leveling, and many irritating bugs and glitches
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