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Destiny By Donna Haraway: An Analysis

1400 Words6 Pages

The online game “Destiny” has over thirty million registered players, and they average a hundred hours per player. The game launched in the fall of 2014 under several classifications: first-person shooter, science-fiction fantasy, massive-multiplayer online, roleplaying game. Not all Destiny players continue to play, some have only played for under an hour and returned the game, meaning that for those users who kept playing the game they were playing enough time to make up for all the others. As with any game made to be played with content added later on in its life cycle, the game’s goal is to make a loyal fan base, i.e. have control over its users’ free time. Although “Destiny” consumes its users free time if they are active players and …show more content…

In Donna Haraway’s “Cyborg Manifesto” she states: “… we are all chimeras, theorized and fabricated hybrids of machine and organism” (292). By saying this Haraway means to tell that people are so exposed to technology that they integrate into their daily lives that they depend on it as if it were part of themselves. This integration makes people into cyborgs due to their dependency on the technology they use regularly. Destiny makes cyborgs out of users by seamlessly using technology to make the experience quicker and more “enjoyable.” This we be elaborated on …show more content…

This is a simple example of how it can exhibit more control. Having an intuitive interface and intuitive gameplay style, players were hooked on Destiny. While they enjoyed the gameplay they were slowly being trained to shoot any alien in their critical hit area immediately in cooperative missions and they were also trained to kill any unidentified guardians in competitive games. As an example of this training, the more experienced players can use the simple proximity radar they are given in a corner of their screens to determine not only if an enemy is nearby and in which direction, but also whether the enemy is above or below them. With this training, the players only needed one more level of control, their equipment. The equipment has five tiers to determine its value: common, uncommon, rare, legendary, and exotic. With seven armor type pieces of gear and three categories of weapons, across those there are eleven different kinds of weapons. It is clear that people are different and so getting their perfect setup of gear can be exhausting for them. It is a joke in the community that the only way to get ideal gear is through an act of God and so they call the random number generator(R-N-G) in charge of awarding the player, R-N-Jesus. For most players the biggest struggle was acquiring their

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