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Bring back Halo's Library and lose the roller-coaster ride of duty

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Friday, November 18, 2011
EDITOR'S NOTEfrom Rob Savillo

Steven laments what modern game design has established as the norm, and I couldn't agree more. Certainly, carefully crafted, developer-managed, linear experiences have their place, but we don't do the medium any favors when nearly every new, big release copies the formula.

I'm sick of roller coasters. I'm tired of being strapped in and slapped around on a narrow cart with a iron bar crushing my bladder. I'm tired of being hurried down a glitzy, quick-time-event-laden corridor chased by explosion after set-piece destruction until I can't remember my own name.

Stop the ride. I'm getting off.

 

I like Halo's Library level. Even though the universally abhorred flood fest and the infamous recycling of mirrored environments remain a stain on the legacy of Halo: Combat Evolved. But I bet you would take the Library level over the alternative Call of Duty has given the world, which has made its developer and publisher too much money for anyone else to risk not copying it.

 

But I still miss the Library.

 

 

Sure, it's an example of poor level design, but it's just the by-product of something beautiful. The recycled environments are just the outgrowth of immersion...

 

...which I also miss in my shooter. Not the immersion of life-like graphics, convincing A.I. behavior, or quality voice acting. I want to immerse myself in the gameplay. But that's not a possibility when a Call of Duty campaign gives you completely new guns, new tools, new mechanics -- even pulling you into different characters from different time-frames -- every four minutes.

 

But immersion is impossible when deemed a necessary sacrifice to avoid levels like Halo's Library.

 

Missed you, big guy. Come give us a hug.
 

 

Did you enjoy riding that snowmobile? Well, that's over now. Don't worry about, though, because you'll never use those skills you just learned again. 

 

Did you become comfortable with how that rifle feels? Well, that was only available for one stage.

 

Were you intrigued with the mechanic of performing a fireman's carry on an injured comrade? Too bad. You can no longer perform that action.

 

The anniversary edition of Halo only twists the knife, reminding me of pre-Call of Duty game design, when campaigns taught you a series of skills and left you to hone them to a razor's edge and allowed you to really inhabit an environment instead of ripping you away just as you were feeling at home.

 

Just remember your snowmobile training from basic.
 

 

Halo let players dig in and get comfortable with the world and the weapons. Yes, we had tons of alien pea-shooters to spice things up, but near the end of the campaign, you knew your human-issue sidearm and assault rifle like the squeal of fleeing grunts: that is to say, very well.

 

And that was comforting. When you were thrown into the Warthog to escape a self-destructing Halo Construct, it was frightening, but you were self-assured. You had spent plenty of quality time with the Warthog. By this time, you knew every steering hiccup, all the side-swiping handling, and the minutiae of its traction and acceleration; you spoke the language of Warthog. 

 

Friendship lasts a lifetime. Not with him in the back. I mean with the Warthog.
 

 

You weren't thrown into a rafting sequence with just a quick heads-up hint telling you how to steer. That's a roller-coaster ride. And I want to get off.

 

Like Jurassic Park, I want to leave the track and spend the night in a tree, wake from a Brachiosaurus' leave munching, and marvel at a field of the dinosaur herds, living and breathing in their natural habitat. Yes, some visitors will be eaten by raptors and others lost in a library, but that's the difference between entertainment and an experience.

 
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Comments (10)
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November 18, 2011

I get it. You want Ghostbusters and you're getting Taxi.

BUT there a lot of games out there that could fill that void...

Profile
November 18, 2011

I completely agree. Halo Anniversary should be coming in the mail soon and when it does, I'm going to play the Library and never get lost.

Shoe_headshot_-_square
November 18, 2011

Really interesting take on the Library! Never looked at it that way before.

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November 18, 2011

This gameplay consistency is something I feel that a lot of Japanese games follow, almost to a fault. Dead Rising is a prime example, where the boss psychopath characters aren't given anymore fanfare than the zombies. In Shadows of the Damned, I lived for the distractions from the main structure, even though it was fun enough. Halo, though, is really the perfect example of something that felt sandboxy but directed. That final drive was always one of my favorite sequences.

The Library still sucks.

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November 18, 2011

But maybe it was suppose to "suck".

The final drive sequence was an exhilarating, timed escape sequence. Exactly what I want to feel during the climax of an action game. And it was rad.

The Library, while slightly over-done, is also exactly how I want to feel in that situation. Alone, confused, and lost in an alien underground facility, filled with a sense of dread and horror at the recent revelation of the flood.

It adds such a layer of depth to the character, the setting and the story. And yes, it wasn't always the constant "fun" factor that Call of duty strictly adheres to in its design.

But maybe that's why we complain about the lack of emotional character depth and story telling in games created in the wake of Modern Warfare.

Candy is delicious. But if you sat down for a three-course meal and all you got were a bowl of Oh Henry bars, you'd be disappointed. We need to start off with soup, salad, clear some dishes, let the mood set in. Then launch into a smoky steak, tart red wine, steamed vegetables.

There will be parts of the meal you don't love as much as candy, but together the sum is greater than its parts.

Also, i love what you said, "sandboxy but directed," it's a mantra i wish more FPS designers would adopt!

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November 18, 2011

A perfect example of the roller-coaster design ruining an experience is Crysis 2. At one point, you're tasked with descending to the depths of a parking garage to stop a bomb (or something) and after doing that, the power goes out. Alone, in the dark, deep underground, cut off from any assistance, the alien invaders start combing the garage for you. At this point i'm thinking, "awesome! I'm gonna spend the next half-hour navigating the dark," avoiding enemy patrols, taking out lone sentries while the eery atmosphere begins to sink and i slowly go from hunted prey to deadly predator."

Instead, it took all of 30 seconds to leave the parking garage before being treated to another, "high adrenaline set piece action sequence". Bah, what a wasted opportunity. Thank you very much Call of Duty. (sarcasm)

Dcswirlonly_bigger
November 18, 2011

I was just about to mention Crysis 2. The majority of that game feels more like Halo than anything else in terms of level design. Have you played the original Crysis? It's much better and gives you a lot more elbow room. It's the polar opposite of the rollercoaster.

I don't inherently hate rollercoasters though, I just think most of them are poorly done. I happen to have enjoyed Modern Warfare 3's campaign a lot, just like the first Modern Warfare. Very few games get that kind of style right though. The only other two developers I would even say do it correctly are Naughty Dog and Valve.

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November 19, 2011

I guess what I want to know is, should games always be fun?

    Is there something worth experiencing even if it isn't "fun"

    Like if a game designer decides the player has to trudge through a desert and wants them to feel like it's a long journey, should they make it fun?

    Or should they make  parts of it excruciating and dull to achieve a different feeling in the player?

    So instead of giving them a sweet landrover with a machine gun to shoot bad guys along the way, should it be a painful 10 minute sequence of stumbling through sand as you watch your health/stamina bar deplete, something akin to the part in MGS4 where snake trudges through the microwave corridor, or the river walk during the boss fight with the Sadness in MGS3?

Shoe_headshot_-_square
November 21, 2011

I just started playing Modern Warfare 3's campaign last night, and your story stayed on my mind the entire time. :)  It's so weird...despite how obviously exciting some scenarios were, I was still a little bored while playing them. (I guess I'll be sticking to multiplayer.)

I kept thinking about how right you are that these games need to bring back some of the more organic, open design elements.

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November 21, 2011

 

Me and my old roommate have argued a lot over this lately, but he made an excellent point last night: FFXIII failed because it tried to be more like Modern Warfare. It took out the traditional "downtime" in JRPGs like towns and side-quests, and funnelled the experience using just the "fun" parts of an RPG.

 

It really got me thinking, maybe games shouldn't be "fun". Or maybe we need to redefine what having "fun" in a video game looks like, http://bitmob.com/articles/why-games-shouldnt-be-fun

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