3) Adventures
As is the case with Treasure Maps, Adventures are looking to be part of Bungie’s big push toward incentivizing Guardians into exploring Destiny 2‘s multiple worlds, rather than admiring them from planetary orbit.
In fairness to the player base (me included), beyond story commitments, bothersome resource gathering and repetitive Patrol missions, our agent of the Traveler never really had much reason to venture outside social hubs in the first place. Later additions to the sandbox world, i.e. the Court of Oryx and Archon’s Forge activities added with The Taken King and Rise of Iron respectively, somewhat helped to remedy that general lack of meaningful content, but it wasn’t quite enough.
Destiny 2, on the other hand, is painting a different picture entirely. Similarly to Patrols, Adventures can be triggered when you’re out defending the Milky Way from unsociable aliens, whereupon you and your Fireteam will be given an objective and a path to follow to its general location. That may sound worryingly similar to what you’re used to, but Bungie’s keen to stress that this particular type of content comes draws from a wide array of different scenarios, as well as being packed full with additional lore and dialogue from various characters.
Sounds good to me!