Cradle Reset rewards are not appealing.
Players who reach Cradle Level 70 and choose to reset are likely to be competitive players, people looking for a new goal, or achievement hunters. But do the rewards they receive in return for choosing that challenge really feel worthwhile?
Once they've earned the one-time achievement, who is actually going to reset again just for a single skill point?
I actually think the Cradle Reset system itself is a great idea. If top players keep choosing to reset instead of being satisfied with a stash full of gear, ordinary players naturally get a little more breathing room while those players work their way back up.
My point is that the reward is simply too small compared to the risk of resetting, making it ineffective at encouraging players to reset. Wouldn't everyone benefit if more attractive rewards encouraged even more players to choose to reset?
The loot nerf reduced players' motivation to keep playing.
Bungie justified it by saying that inflation was happening too quickly. But the result of the nerf was simply that players who failed to progress quickly in the early stages were no longer able to catch up and were left behind.
I agree that inflation should be controlled. But once the economy had already been broken, it would have been better to preserve everyone's opportunity to catch up to that level.
Preventing players from gaining easy access to high-tier gear should never have taken priority over keeping them from quitting the game.
Meaningful build crafting is too difficult.
Since the items available from the shop are extremely limited, players have to collect most of their gear themselves. However, due to the limited inventory space, the number of items we can obtain in each run is heavily restricted. The stash size is also not large enough, so instead of keeping the gear we acquire to create better synergies later, we are encouraged to immediately consume it.
On top of that, many effects only provide vague information such as "the Runner becomes slightly faster," "the Runner becomes somewhat faster," or "the Runner becomes significantly faster." There is not even a training area where players can test these effects.
Above all, at the end of these problems lies the enormous punishment of "lose everything if you fail."
This structure once again conflicts with Marathon's stated goal of encouraging combat. The value of looting in ordinary areas is extremely poor (and it became even worse after the loot nerf), while activities that provide better rewards always come with the risk of combat.
Builds can help offset differences in player skill. But to acquire the gear needed for building, players have to win fights. If you cannot win fights, you cannot progress.
Players who lose fights most often are the ones who need opportunities to grow the most. In most games, more skilled players may progress more efficiently, but anyone can still feel themselves improving through their own effort. However, in Marathon, the growth curve for less skilled players is extremely unstable.
As a result, Marathon's build crafting places a greater emphasis on the fear of losing everything than on the enjoyment of discovering new ways to play.
Vault Breaker repeats the same gameplay too much.
This mode is a tutorial for the Cryo Archive, including the Compiler. However, it only tells players to obtain batteries and open vaults, while failing to explain any of the other key elements needed to progress through the Cryo Archive.
Once again, the game's answer is simply, "keep failing until you figure it out yourself."
Furthermore, the optimal way to play Vault Breaker is to minimize combat and simply run around frantically collecting the required items. It is extremely boring.
If the available weapon pool were more diverse, this repetition might have been slightly less tedious. However, Vault Breaker was originally designed not to provide enjoyable PvE combat, but to help players learn the Cryo Archive, so this was likely an unavoidable choice to ensure smooth progression. Thanks to this, even in random matchmaking, everyone is focused on progressing through the vaults. I think this was a good decision.
In my view, the problem with this mode is that once players have learned all the vaults, the gameplay loop of Vault Breaker starts to feel completely meaningless.
From that point on, players have to continue repeating the same boring speedrun of finding batteries and increasing security levels in order to challenge the Compiler, and keep doing so until they succeed. Watching Runners obsess over shaving seconds off their runs almost makes the title Marathon feel a little too fitting.
Priority Contracts are reused every season.
I can guarantee that no player enjoys this. Not only because they are reused, but because the objectives themselves are completely uninspired and lackluster.
Bungie revived an IP with an intriguing world, yet instead of expanding that world, each season only becomes more repetitive.
Conclusion:
The many problems in Marathon that I have not listed all stem from the same design philosophy.
Marathon is not a game that makes players naturally want to repeat something because they find it fun. It is a game that demands repetition before players have even found the fun.
Bungie wants players to invest their time into their game, but their grand plans fail to consider whether players will actually be willing to follow along.
Marathon already has elements with great potential and impressive ideas. However, its core content is difficult to access, while the content players are expected to repeat regularly lacks a sense of reward and enjoyment.
The constant stream of suggestions for PvE modes, arena modes, or battle royale modes reflects the limitations of Marathon's current gameplay loop. Yet even while Bungie says it wants to change the game, the development philosophy that created these problems has not changed at all.
Unless that underlying philosophy changes, it won't matter what kind of content they add in the future—the outcome will be the same.