> > > > Actually, I felt like Halo 3 was the worst in terms of objectives. Sierra-117 through The Ark felt like one huge exploration mission. The Ark didn’t even feel like it lead to a conclusion, just “Okay, here’s a big picture of the Galaxy AND NOW TO DESTROY THE COVENANT.” Only on the Covenant and Halo did I feel like I was really making a difference, not backtracking or blowing up Wraiths that really didn’t make a difference.
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> > > Actually, for me at least, that’s why I liked Halo 3’s missions. The objectives made the pacing feel just right. It was a steady build up to an amazing climatic finish.
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> > > Halo 4’s pacing, on the other hand, was all over the place it seemed. Yes, it was nice to have almost each mission feel like it counted, but I always felt like I needed to rush to the objective, that I wasn’t given enough breathing room. And I believe that’s part of why Halo 4’s campaign is/felt so short. It tries to rush the player with important objectives over and over again.
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> > > And isn’t the exploration a part of what makes Halo so great? To not feel like you’re in a hurry all the time and being able to explore the environments for things of value (weapons, easter eggs, alternate pathways, etc)?
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> > > Shouldn’t it matter more on whether or not a mission is fun to play? Tsavo Highway I loved because it was a fun mission, not because of its objective. Lots of vehicle combat against infantry, Choppers, and Wraiths in wide and open spaces.
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> > > You can have an important objective all you want, but if the mission isn’t fun, then what’s the point? Shutdown from Halo 4 is a good example of a mission with a strong objective, but with poor layout. I would’ve liked the Pelican to be as important of a figure as it probably should’ve been, but that’s just my own opinion.
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> > I do agree with you, campaign should be fun and well-paced. And I’m not suggesting we give every single mission a countdown timer so we can feel pressured to do our job. However, if my reward for killing 70 Brutes and 5 Wraiths is a pat on the back from Lasky, I begin to wonder what the point of it all was.
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> > And I’m also a big fan of exploration, like in “Halo” of CE. But when I spend a majority of the game going “WHAT IS THIS PLACE?!” while Arbiter sings show-tunes, then it just becomes kind of odd. To this day, I don’t even know what the point of Tip of the Spear was. I know I blew up the Spire, but everything before that was just one big Revenant dash. It’s a fun mission, but (to me at least) impact is just as important as the amount of Grunts I assassinate.
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> Fair enough. I think it’s just that Halo 4 had too many objectives with a sense of urgency tied to them. Escaping the FUD before it gets pulled into Requiem, warn Infinity before it’s pulled into Requiem, escape Requiem’s core before it collapses, you get the picture. And I think that’s the main issue. The whole “do x before y happens” deal. Those types of objectives are things that I’d expect maybe once or twice in a 6-8 hour long Halo campaign.
True. Urgency doesn’t mean the same as impact. If I feel rushed, then I feel like it goes by too quickly. I’d hate for the campaign to become a “CHIEF, STOP FAFFING AROUND AND HURRY!” But I also feel like being given a Spartan-worthy objective would give me a reason to act like a Spartan.
I also feel the problem comes from the amount of stuff you can be given. In ONI: Sword Base, when you’re given a lot of objectives that all take 2 minutes each, then it becomes hard to value what you do when it only takes 2 minutes.