Very interesting. I tend to think of the skins and taunts as bonus for playing the game, which is rewarding on it’s own. Some play for the achievements or for the character specific challenges, or game specific challenges. Some play for the gear hunt or the challenge of beating human opponents over and over.
I like the idea of long quests, missions and raids but I tend to want it on my own terms. For example, I like the idea of raids in Destiny but, whenever I played one it tended to burn me out on the game.
And then this made me think of Borderlands again. It can be thought of one very long narrative that you pause and save frequently. This is the structure I prefer. Mostly because I don’t usually have a dedicated crew of friends playing online at the same time as me. It can be enjoyed solo or in coop very easily. Drop in or out anytime. The raid on digistruct peak was a neat idea but it didn’t really apply well to me because of the above.
And because it was very unforgiving gameplay.
I don’t like the idea of losing 30 minutes to 3+ hours of time because we screwed something up, or somebody had to do something in real life. I like being able to pause my game and story (or at least that people can survive without me for a few if I need to do something). At the same time I enjoy beating a long campaign. Even the longest missions in Borderlands offer very convenient breakpoints at map changes, or mission checkpoints at a very frequent pace.
So Battleborn missions being 30+ minutes, no drop in coop, and fail-able is annoying for me to get used to. The dlc mission structure might be the kind of thing I am looking for in the game.