> The Campaign:
> It’s sooooooo objective based. Go to point A progress, blow up points A, B and C progress, cut scene, progress. For me personally it just didn’t feel as story driven as previous Halo games, it just felt like I was performing pointless objectives to get to the next cut scene. Of course a lot of people might disagree but it just felt like I was taken out of the story too often and half the time I wasn’t overally sure of why I was doing what it is I was doing.
I’ve been thinking alot about the phenomena of recent Halo games being “click this button to continue” and the more I think about it, the more I think it’s been here longer than we think, it’s just more highlighted now.
Halo: CE had tons of moments like these, but instead of physically hitting the switch, you just walk to where the ‘switch’ may be.
-In the Pillar of Autumn you walk into the entrance to the escape pod.
-On Truth and Reconciliation you walk into the lift, you click the button to open the door, you click the button to release Keyes, you click the button to get in the ship to escape.
-On the Silent Cartographer you click the button to open the door to the cartographer, you click the Cartographer, you jump on a pelican.
-Assault on the Control Room had few button clicks, but was long and repetitive, but people LOVE this level. At the end you click a button, then walk through the door.
-343 Guilty Spark: you click the button to move the lift several times, you get to the door (you don’t click a button, you walk to where there “could” be a button though.) You click the button to extend bridges.
-The Library: Basically an hour long run of doors where you can’t reach the button.
-Two Betrayals: Instead of button clicking to shut down power, you walk into it. We see a throwback to this in Halo 4 which was awesome.
My point… since the beginning we’ve had “click the button” style objectives, sometimes it’s just executed differently, other times it’s exactly like we have now. In Halo CE sometimes we just had to reach the “button”.
Now in Halo ODST, Halo Reach, Halo 4, we had to reach the button… then push it! It’s just one more step, but its a very poignant step so it stands out to us.
There’s just a lot more direction now. 343 Guilty Spark or Silent Cartographer are examples of very little direction from the UI.
Nowadays… Halo 4 had Cortana lovingly putting a waypoint over EVERYTHING, which makes the game much less frustrating for the more casual crowd. Trust me… I play with my girlfriend quite often and even WITH the waypoints she gets lost.
Those of us who can immerse ourselves so heavily in this universe don’t need the pointer telling us where to go every moment, we like the discovery and the feeling of finding out yourself how to shut down the giant shield door.
But unfortunately we are in the minority, developers need to think of those who can’t listen to marines shouting plot points and motives during a gunfight and fully “absorb” what they need to do. Some people need more direction, and those of us who don’t need this direction are psychologically impacted by that.