I’m not going to rant about the multiplayer, or the gameplay, or the art style, or the lack of quality in the UI. Instead I’m going to shed some light on something that should be obvious. What gives art depth? What gives poetry a soul? what makes films deep and inspirational? its not something as simple as CGI, imagery, or the amount of obscure metaphors that the writer can cram onto the paper. Its the theme!
The goal of any competent writing team is/should be to make the consumer feel something. They want us to go into the game thinking “Let’s shoot some aliens!” and have us finish the campaign in either tears, or with our jaws being dirtied on the floor. They had it right with Halo 4, the ending made everyone cry, and it created a HUGE emotional response! and had it not been for the poorly designed multiplayer and gameplay of Halo 4, then the community would have agreed that the campaign was one of the best in the series! (second only to Halo 3). Halo 3 was also on the right track, the endless quest to rescue the girl and save humanity was brilliant! and the loss and the sacrifice endured by the characters was inspirational (Which was only damaged by the 2 dimensional characters of H3).
Another way to think of it is that if you could write a novelised version of the campaign of a game exactly the same as it was told in the game and have a coherent and well written story by the conclusion, then the writers of the game were 1000% successful with their efforts.
However, this does bring up the secondary risk of this theory. If a writer attempts to write the game as if it were a book, then it would be SOOOOOO boring. It would just be endless plot and continuous talking that required the gamers’ undivided attention. To counteract this, it’s important to recognise that while thhe plot must be deep and meaningful, the gameplay has to live up to the same standard, this is the ONLY REASON Halo 3s campaign is so universally loved. The writers wrote campaign with the themes of Love (Rescuing cortana), Brotherhood (Arbiter and the Chief), Sacrifice (Miranda and Johnson dying to save the universe). The writers did this while also realising and appreciating that whenever anything awesome or cool happened in a cutscene, the player MUST have entire control over the character (The warthog run couldve been an awesome cutscene, but instead we all have fond memories of driving around to the tune of -Yoink- music destroying aliens and saving the universe). This is most evident with Halo 5 (The biggest plot blunder in franchise history), remember that cutscene of blue team being chased by Locke and Osiris? Imagine what would have happened if the player got to chase the master chief themself! And run frantically through a moving obstacle course near a waking guardian surrounded by lava? It could’ve been the 343i equivalent to the warthog run! Or what about the cutscene where Locke dives off of the space elevator to get into the pelican? What if the player was able to dive off the landing pad and get to it, instead of just watching a mediocre character do it.
In other words, its like shoving the most delicious cake in the player’s face and saying “Watch me eat it! its delicious!”
“But how am i supposed to know?”
“Because its delicious!”
The whole moral compass of making a fun campaign should be the phrase “Have the cake and eat it too”. LET US HAVE THE CAKE AND EAT IT TOO! Don’t tease us with how cool something looks, and then don’t let us experience it for ourselves!
Fix this problem I’ve outlined, and almost EVERY SINGLE PROBLEM WILL BE FIXED.
The campaign will be more enjoyable,
The story will be more emotional,
The “We Hate 343i!” people will finally shut the hell up already.
(If you take this feedback onboard, then hell yeah you’re awesome!)
