Men_in_Boxes
Snake Oil Salesman
First, I want to apologize to the mods at NeoGAF. We're probably reaching our limit on the number of Marathon threads. I'm being a bit annoying here because I think this is so vital in understanding how we interpret games.
There's been a lot of negativity surrounding the gameplay reveal of Marathon. I believe most of the criticism is meant in good faith and is actually fairly logical.
This Friends Per Second podcast (timestamped below) represents this best. Here's a 12 minute clip where 4 reasonably intelligent hosts, reluctantly bury Marathon. Not only do none of the hosts here "Get it", but they don't see how the market is going to get it either.
And here's the thing, their criticisms are all valid...but only in the context of the paper thin progression paradigm multiplayer has been stuck in forever.
The PvP was sparse, the loot was boring, the enemy AI was a chore, the shells were derivative.
But what they're missing, and what half the content creators on YouTube are missing, is that Dire Marsh was not Marathon.
Dire Marsh was the segment in Pokemon Red/Blue where you leave Pallet Town to level your starter Pokemon up. It was just walking in fields battling Sparrow for 8 hours. Leveling up your party makes no sense to anyone who doesn't understand RPGs. "You just fight the same low level monsters over and over again so you can get a few stat bonuses? How is that fun?!"
Marathon is not Apex Legends or Valorant or Halo Infinite. Marathon is Pokemon Blue, Skyrim and Final Fantasy.
The Marathon Framework:
Dire Marsh (Map 1): Easy, low level loot.
Generic Name (Map 2): Medium difficulty, medium loot rarity.
Generic Name (Map 3): Hard difficulty, rare loot.
Marathon Ship (Map 4): Get fu**ed difficulty.
Bungie wants us to level up our characters over the course of 20 - 50 hours to have a chance at Map 4. The "special" Marathon Ship map is the Elite 4 in Pokemon Red/Blue. It's Kafka in Final Fantasy.
They want you sitting down with your friends and saying "Alright, lets farm ammo on Dire Marsh tonight. Then maybe at the end we can head to Map 3 and look for some stealth implant upgrades. If we can hook Mike up with a few implants we should be ready to tackle the Marathon Ship on Friday. Everyone can still play on Friday right?"
Now there's going to be people who read this and go "Interesting theory...but I doubt it. Progression isn't that important. Marathon is still going to flop."
To those people I would ask "What are your 20 favorite games of all time and what are your 10 most anticipated titles?
Their list of 30 games would all have long form progression. That's how important this concept is. Additionally, this list of 10 most anticipated is certain to be dominated by big 30+ hour titles and not short 5 - 10 hour titles. Gamers don't value minimal progression. They want the epic.
Nobody wants Hellblade II. Everybody wants Cyberpunk 2077.
I'd also ask these people to look at the wildly successful Rust, DayZ, and ARK Survival Evolved...notice how lame the moment to moment combat looks in those titles (valid) and pontificate on why they're so popular. Might it have to do with social based, long form progression?
Bungie is building gasoline in a market dominated with kerosene. People will continue to say "PvP Live Service is a saturated market" but they don't realize that Marathon is something totally new. It just doesn't look like it through the old lense.
There's been a lot of negativity surrounding the gameplay reveal of Marathon. I believe most of the criticism is meant in good faith and is actually fairly logical.
This Friends Per Second podcast (timestamped below) represents this best. Here's a 12 minute clip where 4 reasonably intelligent hosts, reluctantly bury Marathon. Not only do none of the hosts here "Get it", but they don't see how the market is going to get it either.
And here's the thing, their criticisms are all valid...but only in the context of the paper thin progression paradigm multiplayer has been stuck in forever.
The PvP was sparse, the loot was boring, the enemy AI was a chore, the shells were derivative.
But what they're missing, and what half the content creators on YouTube are missing, is that Dire Marsh was not Marathon.

Dire Marsh was the segment in Pokemon Red/Blue where you leave Pallet Town to level your starter Pokemon up. It was just walking in fields battling Sparrow for 8 hours. Leveling up your party makes no sense to anyone who doesn't understand RPGs. "You just fight the same low level monsters over and over again so you can get a few stat bonuses? How is that fun?!"
Marathon is not Apex Legends or Valorant or Halo Infinite. Marathon is Pokemon Blue, Skyrim and Final Fantasy.
The Marathon Framework:
Dire Marsh (Map 1): Easy, low level loot.
Generic Name (Map 2): Medium difficulty, medium loot rarity.
Generic Name (Map 3): Hard difficulty, rare loot.
Marathon Ship (Map 4): Get fu**ed difficulty.
Bungie wants us to level up our characters over the course of 20 - 50 hours to have a chance at Map 4. The "special" Marathon Ship map is the Elite 4 in Pokemon Red/Blue. It's Kafka in Final Fantasy.
They want you sitting down with your friends and saying "Alright, lets farm ammo on Dire Marsh tonight. Then maybe at the end we can head to Map 3 and look for some stealth implant upgrades. If we can hook Mike up with a few implants we should be ready to tackle the Marathon Ship on Friday. Everyone can still play on Friday right?"
Now there's going to be people who read this and go "Interesting theory...but I doubt it. Progression isn't that important. Marathon is still going to flop."
To those people I would ask "What are your 20 favorite games of all time and what are your 10 most anticipated titles?
Their list of 30 games would all have long form progression. That's how important this concept is. Additionally, this list of 10 most anticipated is certain to be dominated by big 30+ hour titles and not short 5 - 10 hour titles. Gamers don't value minimal progression. They want the epic.
Nobody wants Hellblade II. Everybody wants Cyberpunk 2077.
I'd also ask these people to look at the wildly successful Rust, DayZ, and ARK Survival Evolved...notice how lame the moment to moment combat looks in those titles (valid) and pontificate on why they're so popular. Might it have to do with social based, long form progression?
Bungie is building gasoline in a market dominated with kerosene. People will continue to say "PvP Live Service is a saturated market" but they don't realize that Marathon is something totally new. It just doesn't look like it through the old lense.
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