• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Halo |OT13|

Status
Not open for further replies.

exYle

Member
I play a majority of my games in BTB.
I almost universally play alone.
I never wear a mic (I play while others are sleeping).

Yet since I've been counting I am ALWAYS put onto the team with mics. Always.

Only once was I put on the opposite team (with no mics) and that was because the mic'd team was a full party.
(This is over the span of roughly 75 games since I've been counting)

I had my preferences in Reach set to chatty... Thoughts?

The other team's party and mic icons don't show up. You can use this as a reasonable guess to who'll be on your team.

Why you can see this is also probably related to why if people leave the lobby, the teams don't get re-balanced.
 

senador

Banned
Hot damn Dax! I really want to read and think about that but can't at work right now. Will save for later. Hopefully you add some more too.
 

Overdoziz

Banned
Thanks for all the comments.

Here's the first excerpt. I'm definitely going to do this in two posts.

I’m Drowning in Waypoints
Lead the player. Don’t point the player.

Grenade indicators, weapon hitmarkers, and waypoints all have one thing in common: They’re lazy ways of giving the player necessary information. They’re also part of an overall trend on 343’s part of giving the player too much information and therefore underestimating his or her intelligence. Waypoints...um...point the player. Without having done an actual count, Halo 4 probably throws more waypoints at the player than any combination of past two Halo games. They’re good for notifying the player of some obscure, hard-to-identify location, but not for progressing the player through a level from encounter to encounter.

But what’s so bad about the overabundance of waypoints? Aside from cluttering the HUD, adding a waypoint focuses the player’s attention on the waypoint rather than the environment around you. In effect, this makes the player think the levels are far more linear than they really are, and deters the player from branching out, especially when objectives are marked during a battle. Most importantly, though, the waypoint usage takes the place of more creative game design, like the infantry battle in "Reclaimer." But how else is 343 supposed to get players where they want them to go?

Two fights in Halo 3 come to mind where it would have been easier for Bungie to use waypoints but didn’t, and instead relied on a combination of level design, enemy placement, and in-game dialogue.

Our first example happens on “The Ark.” Specifically your first time fighting outside the Cartographer’s wall. Bungie wants the player to end up at the higher set of doors to drop the next story point. Because of the way the sight lines are designed in the level, the you get a good look at the encounter long before you reach it. This gives you some time to think about fighting in that area. Bungie is putting your mind in, and focusing your attention on, that area. The level slopes downwards, ending in a ninety-degree drop that smartly prevents the player form accidentally going backwards. By this point, the player sees Choppers driving around at the bottom of the bowl, and Covenant infantry, most noticeably Grunts with FRGs, higher up in the corner of the area. You will be inclined to attack the Choppers then close ranks to engage the Grunts in the high corner. From there, you’ll see the Covenant encampments along the bridge, and cross to destroy them until you’ve reached the doors.

Presto! You’re right where Bungie wants you to be. But we’re not done yet!

Johnson: "Ma’am.  We almost got our wings shot off.  But we spotted a structure on the other side of this wall; it matches Cortana’s description of the Map Room on the first Halo ring."

Commander Keyes: "A Cartographer!  Good.  It should help us fix Truth’s location.  Secure the LZ and we’ll push through that wall."

Johnson: "Roger that. Follow my Pelican, Chief. The LZ’s this way."


Johnson’s Pelican takes off, and it’s here, finally, the player notices the second opening leading out of the area. It’s a moment that makes the player say, “Wow,” as the realization of the trickery sets in. Through clever lines of sight, enemy placement, and level design through the position of the second opening, Bungie leads the player.

Marine: "Sir, I’ve got a flock of birds that need an escort. Take a Hornet; get those Pelicans safely to the third tower."


Our second example of Bungie leading the player through design is when you take to the skies in “The Covenant.” As the player approaches the second control tower, Bungie has to make sure you don’t lost and veer off to the second one, and instead continues on to the third. You can go there, certainly, and there’s no stopping you – there’s a skull and a Terminal there! – but that’s not the goal. Green Phantoms are seen leaving the second tower amid an aerial firefight, a hint in itself that the player has no need to go there. This action is reinforced with dialogue from the Arbiter:

"Second tower is clear, Spartan, no need to land. Let us hasten to the third tower."

There is an “area of action” that doesn’t extend to the tower. An island sits occupied in front of it with a couple of Brutes, an AA Wraith, and Banshees circling high above.
Because there’s no substantive combat happening close the tower there’s no incentive for the player fly over there. After the Covenant near the island are taken care of, the player notices a group of Banshees and a Phantom fighting with one of the Pelicans farther off. It’s the only action happening in the area, so the player will move towards it. As it is the largest target, the player will pay most attention the Phantom, and will move either to attack it or the Banshees. Either way, the player has to move closer to the dropship.

Then something interesting happens. As the player moves towards the Phantom, it retreats, each time staying just outside the range of the Hornet’s missiles – the most effective way to destroy it. This game of “you advance, Phantom retreats” continues until you’re in front of the third control tower.

Marine: "Objective in sight, Commander… no sign of Johnson or his team."

Commander Keyes: "Understood. Chief, clear an LZ, then get inside the tower."

The Phantom can’t retreat any farther, so that means the player can finally use the Hornet’s missiles to take it out. But it’s served its purpose by this point. You’re exactly where Bungie wants you to be.

Contrast all of that to Halo 4, which will put a waypoint down linear hallways near the end of "Dawn." Or at the exit of your first fight in "Requiem" when you’re only forty meters away from it. Or in "Reclaimer" during the infantry section, in lieu of Cortana telling you, or using clear enemy placement to guide you to, the correct door in the back, you’re given a waypoint. You’re also given a waypoint to go down a linear hallway at the beginning of "Composer." There are many other points.

Not only did Bungie design encounters like the two mentioned above that were fun, engaging, and lend themselves to variety within replays, they did it in a manner that led the player through the level to either the next story point, the next encounter, or both – all without the use of a single waypoint. Considering them in this context, it’s impressive work, and something that I would've liked to see more of in Halo 4.
I appreciate Halo 3's campaign more and more as time goes by.
 

Gazzawa

Member
Dax do spartan ops next!
If u can shred one of the most "critically acclaimed" campaigns this year I'd love to read your take on SpOps.
That was a fine read.
 

blamite

Member
Welcome back Dax! Glad to see you posting again.

When you mentioned the Hornet section in Halo 3, the first thing I thought of was flying the Pelican on shutdown, and how 343 went in the exact opposite approach to guiding you through the level. The sky is completely empty aside from the towers you're going for, all you have for guidance is two waypoints. You fly straight ahead for a minute until you reach the tower, the shoot the Phantoms that are already there until you can land. Why not have phantoms and banshees in the air at the beginning, guiding you from one tower to another and giving you something to do aside from fly in a straight line with nothing to shoot?

Compare this to New Allexandria, the mission Shutdown is blatantly trying to copy, and you can see Bungie nailing every aspect of that mission structure that 343 got wrong.
 

Karl2177

Member
Thanks for all the comments.

Here's the first excerpt. I'm definitely going to do this in two posts.

I’m Drowning in Waypoints
Lead the player. Don’t point the player.

Grenade indicators, weapon hitmarkers, and waypoints all have one thing in common: They’re lazy ways of giving the player necessary information. They’re also part of an overall trend on 343’s part of giving the player too much information and therefore underestimating his or her intelligence. Waypoints...um...point the player. Without having done an actual count, Halo 4 probably throws more waypoints at the player than any combination of past two Halo games. They’re good for notifying the player of some obscure, hard-to-identify location, but not for progressing the player through a level from encounter to encounter.

But what’s so bad about the overabundance of waypoints? Aside from cluttering the HUD, adding a waypoint focuses the player’s attention on the waypoint rather than the environment around you. In effect, this makes the player think the levels are far more linear than they really are, and deters the player from branching out, especially when objectives are marked during a battle. Most importantly, though, the waypoint usage takes the place of more creative game design, like the infantry battle in "Reclaimer." But how else is 343 supposed to get players where they want them to go?

Two fights in Halo 3 come to mind where it would have been easier for Bungie to use waypoints but didn’t, and instead relied on a combination of level design, enemy placement, and in-game dialogue.

Our first example happens on “The Ark.” Specifically your first time fighting outside the Cartographer’s wall. Bungie wants the player to end up at the higher set of doors to drop the next story point. Because of the way the sight lines are designed in the level, the you get a good look at the encounter long before you reach it. This gives you some time to think about fighting in that area. Bungie is putting your mind in, and focusing your attention on, that area. The level slopes downwards, ending in a ninety-degree drop that smartly prevents the player form accidentally going backwards. By this point, the player sees Choppers driving around at the bottom of the bowl, and Covenant infantry, most noticeably Grunts with FRGs, higher up in the corner of the area. You will be inclined to attack the Choppers then close ranks to engage the Grunts in the high corner. From there, you’ll see the Covenant encampments along the bridge, and cross to destroy them until you’ve reached the doors.

Presto! You’re right where Bungie wants you to be. But we’re not done yet!

Johnson: "Ma’am.  We almost got our wings shot off.  But we spotted a structure on the other side of this wall; it matches Cortana’s description of the Map Room on the first Halo ring."

Commander Keyes: "A Cartographer!  Good.  It should help us fix Truth’s location.  Secure the LZ and we’ll push through that wall."

Johnson: "Roger that. Follow my Pelican, Chief. The LZ’s this way."


Johnson’s Pelican takes off, and it’s here, finally, the player notices the second opening leading out of the area. It’s a moment that makes the player say, “Wow,” as the realization of the trickery sets in. Through clever lines of sight, enemy placement, and level design through the position of the second opening, Bungie leads the player.

Marine: "Sir, I’ve got a flock of birds that need an escort. Take a Hornet; get those Pelicans safely to the third tower."


Our second example of Bungie leading the player through design is when you take to the skies in “The Covenant.” As the player approaches the second control tower, Bungie has to make sure you don’t lost and veer off to the second one, and instead continues on to the third. You can go there, certainly, and there’s no stopping you – there’s a skull and a Terminal there! – but that’s not the goal. Green Phantoms are seen leaving the second tower amid an aerial firefight, a hint in itself that the player has no need to go there. This action is reinforced with dialogue from the Arbiter:

"Second tower is clear, Spartan, no need to land. Let us hasten to the third tower."

There is an “area of action” that doesn’t extend to the tower. An island sits occupied in front of it with a couple of Brutes, an AA Wraith, and Banshees circling high above.
Because there’s no substantive combat happening close the tower there’s no incentive for the player fly over there. After the Covenant near the island are taken care of, the player notices a group of Banshees and a Phantom fighting with one of the Pelicans farther off. It’s the only action happening in the area, so the player will move towards it. As it is the largest target, the player will pay most attention the Phantom, and will move either to attack it or the Banshees. Either way, the player has to move closer to the dropship.

Then something interesting happens. As the player moves towards the Phantom, it retreats, each time staying just outside the range of the Hornet’s missiles – the most effective way to destroy it. This game of “you advance, Phantom retreats” continues until you’re in front of the third control tower.

Marine: "Objective in sight, Commander… no sign of Johnson or his team."

Commander Keyes: "Understood. Chief, clear an LZ, then get inside the tower."

The Phantom can’t retreat any farther, so that means the player can finally use the Hornet’s missiles to take it out. But it’s served its purpose by this point. You’re exactly where Bungie wants you to be.

Contrast all of that to Halo 4, which will put a waypoint down linear hallways near the end of "Dawn." Or at the exit of your first fight in "Requiem" when you’re only forty meters away from it. Or in "Reclaimer" during the infantry section, in lieu of Cortana telling you, or using clear enemy placement to guide you to, the correct door in the back, you’re given a waypoint. You’re also given a waypoint to go down a linear hallway at the beginning of "Composer." There are many other points.

Not only did Bungie design encounters like the two mentioned above that were fun, engaging, and lend themselves to variety within replays, they did it in a manner that led the player through the level to either the next story point, the next encounter, or both – all without the use of a single waypoint. Considering them in this context, it’s impressive work, and something that I would've liked to see more of in Halo 4.

stanley2.gif
 

Fuchsdh

Member
I think Halo 4 made me appreciates Reach's compass and Waypoints a lot more--Noble Team constantly calling out cardinal locations I was supposed to be heading, combined with waypoints that made sure I was heading in the right direction step-by-step, combined with good level design made some of the level movements really flow (other parts, not so much, like the "other side!" jetpack in the atrium.)
 
Heh, "drowning in waypoints" was one of the first problems I had when I started playing 4, so I too liked your post Dax.

It struck me whenever we'd enter a small empty Forerunner room on levels 2 & 3 and "Cortana" would immediately throw up Waypoints to tell you where the button you had to push now was.
 
Cortana is nothing compared to Palmer. Not only does she tell you to push buttons and is constantly going on and on with ridiculously grating dialogue, she has to tell you literally every single Spartan Op to "shoot the enemies."
 
Thanks for all the comments.

Here's the first excerpt. I'm definitely going to do this in two posts.

I’m Drowning in Waypoints
Lead the player. Don’t point the player.

Grenade indicators, weapon hitmarkers, and waypoints all have one thing in common: They’re lazy ways of giving the player necessary information. They’re also part of an overall trend on 343’s part of giving the player too much information and therefore underestimating his or her intelligence. Waypoints...um...point the player. Without having done an actual count, Halo 4 probably throws more waypoints at the player than any combination of past two Halo games. They’re good for notifying the player of some obscure, hard-to-identify location, but not for progressing the player through a level from encounter to encounter.

But what’s so bad about the overabundance of waypoints? Aside from cluttering the HUD, adding a waypoint focuses the player’s attention on the waypoint rather than the environment around you. In effect, this makes the player think the levels are far more linear than they really are, and deters the player from branching out, especially when objectives are marked during a battle. Most importantly, though, the waypoint usage takes the place of more creative game design, like the infantry battle in "Reclaimer." But how else is 343 supposed to get players where they want them to go?

Two fights in Halo 3 come to mind where it would have been easier for Bungie to use waypoints but didn’t, and instead relied on a combination of level design, enemy placement, and in-game dialogue.

Our first example happens on “The Ark.” Specifically your first time fighting outside the Cartographer’s wall. Bungie wants the player to end up at the higher set of doors to drop the next story point. Because of the way the sight lines are designed in the level, the you get a good look at the encounter long before you reach it. This gives you some time to think about fighting in that area. Bungie is putting your mind in, and focusing your attention on, that area. The level slopes downwards, ending in a ninety-degree drop that smartly prevents the player form accidentally going backwards. By this point, the player sees Choppers driving around at the bottom of the bowl, and Covenant infantry, most noticeably Grunts with FRGs, higher up in the corner of the area. You will be inclined to attack the Choppers then close ranks to engage the Grunts in the high corner. From there, you’ll see the Covenant encampments along the bridge, and cross to destroy them until you’ve reached the doors.

Presto! You’re right where Bungie wants you to be. But we’re not done yet!

Johnson: "Ma’am.  We almost got our wings shot off.  But we spotted a structure on the other side of this wall; it matches Cortana’s description of the Map Room on the first Halo ring."

Commander Keyes: "A Cartographer!  Good.  It should help us fix Truth’s location.  Secure the LZ and we’ll push through that wall."

Johnson: "Roger that. Follow my Pelican, Chief. The LZ’s this way."


Johnson’s Pelican takes off, and it’s here, finally, the player notices the second opening leading out of the area. It’s a moment that makes the player say, “Wow,” as the realization of the trickery sets in. Through clever lines of sight, enemy placement, and level design through the position of the second opening, Bungie leads the player.

Marine: "Sir, I’ve got a flock of birds that need an escort. Take a Hornet; get those Pelicans safely to the third tower."


Our second example of Bungie leading the player through design is when you take to the skies in “The Covenant.” As the player approaches the second control tower, Bungie has to make sure you don’t lost and veer off to the second one, and instead continues on to the third. You can go there, certainly, and there’s no stopping you – there’s a skull and a Terminal there! – but that’s not the goal. Green Phantoms are seen leaving the second tower amid an aerial firefight, a hint in itself that the player has no need to go there. This action is reinforced with dialogue from the Arbiter:

"Second tower is clear, Spartan, no need to land. Let us hasten to the third tower."

There is an “area of action” that doesn’t extend to the tower. An island sits occupied in front of it with a couple of Brutes, an AA Wraith, and Banshees circling high above.
Because there’s no substantive combat happening close the tower there’s no incentive for the player fly over there. After the Covenant near the island are taken care of, the player notices a group of Banshees and a Phantom fighting with one of the Pelicans farther off. It’s the only action happening in the area, so the player will move towards it. As it is the largest target, the player will pay most attention the Phantom, and will move either to attack it or the Banshees. Either way, the player has to move closer to the dropship.

Then something interesting happens. As the player moves towards the Phantom, it retreats, each time staying just outside the range of the Hornet’s missiles – the most effective way to destroy it. This game of “you advance, Phantom retreats” continues until you’re in front of the third control tower.

Marine: "Objective in sight, Commander… no sign of Johnson or his team."

Commander Keyes: "Understood. Chief, clear an LZ, then get inside the tower."

The Phantom can’t retreat any farther, so that means the player can finally use the Hornet’s missiles to take it out. But it’s served its purpose by this point. You’re exactly where Bungie wants you to be.

Contrast all of that to Halo 4, which will put a waypoint down linear hallways near the end of "Dawn." Or at the exit of your first fight in "Requiem" when you’re only forty meters away from it. Or in "Reclaimer" during the infantry section, in lieu of Cortana telling you, or using clear enemy placement to guide you to, the correct door in the back, you’re given a waypoint. You’re also given a waypoint to go down a linear hallway at the beginning of "Composer." There are many other points.

Not only did Bungie design encounters like the two mentioned above that were fun, engaging, and lend themselves to variety within replays, they did it in a manner that led the player through the level to either the next story point, the next encounter, or both – all without the use of a single waypoint. Considering them in this context, it’s impressive work, and something that I would've liked to see more of in Halo 4.

This kind of design always interests me, and I didn't appreciate how well Halo 3 did it till you just put it into words there.

Its interesting because actually I do think the Halo 4 campaign is fun - it does feel more linear than the older games and therefore feels less replayable.

I think it was someone on here a few pages back who was trying to defend the story which made me realise how bad the story/ setting actually is. I think with Halo 4 a lot of interesting potential was underused. Requiem should have been more interesting than the Ark, but it just wasn't when you throw in how linear the game is the overall environment seems even less interesting.
 

Sordid

Member
I'm a fucking spartan, the best there is. You don't need to babysit me on every Op.

If I'm remembering right, isn't there a bit at the start of episode 2 where a Spartan gets hurt during an op and as he's wheeled past Palmer she asks "what the hell happened?!"

"He would've been fine if he did what he was told!" declares generic Spartan IV sulkily.

It's rubbish, Spartan IV's have been portrayed awfully thus far. ODST's seem more hardcore.
 

Omni

Member
Thanks for all the comments.

Here's the first excerpt. I'm definitely going to do this in two posts.

I’m Drowning in Waypoints
Lead the player. Don’t point the player.
*Snip*
This post... Awesome. I really hope that someone at 343i just takes note of this at least.

Plus now I want to go through Halo 3's campaign again.

If I'm remembering right, isn't there a bit at the start of episode 2 where a Spartan gets hurt during an op and as he's wheeled past Palmer she asks "what the hell happened?!"

"He would've been fine if he did what he was told!" declares generic Spartan IV sulkily.

Spartan IV's have been portrayed awfully thus far, ODST's seem more hardcore.
All part of 343i's vision I guess. Spartans are no longer badass mo-fos. Anyone can just sign up to be one and they're simply cannon fodder.
 

JB1981

Member
Reach nades and Jetpack killed it.

Jetpack was annoying. But Reach had good 4x4 maps. Countdown, Zealot, Powerhouse, Reflection, Sword Base, Boardwalk, .. I liked anchor 9 as well. Pissed me the fuck off that I paid for all the DLC and can never play those maps
 

Ryaaan14

Banned
Jetpack was annoying. But Reach had good 4x4 maps. Countdown, Zealot, Powerhouse, Reflection, Sword Base, Boardwalk, .. I liked anchor 9 as well. Pissed me the fuck off that I paid for all the DLC and can never play those maps

JB1981
I am full of shit.
Rich, smooth, creamy shit.
 

GhaleonEB

Member
Great post, Dax. One thought I had to add to the topic was how Bungie did use waypoints, but often delayed triggering them for a few minutes. That allowed the player to explore for a bit without a waypoint pestering them while they did so. But because Bungie couldn't know if someone was exploring, or just (somehow) lost, Cortana would put up a marker a few minutes later.

Not always. It was situation dependent. But it was a smart way to give the player some credit and leverage other, less obvious ways to point us the right way.

Your illustration with the Ark split is a great one. I had recognized much of how good that campaign was at the time, but as time passes - and with the addition of a Halo game from another studio - I find I'm appreciating it even more. Might have to do a play though once Skyrim has loosed its grip on me.
 

Tawpgun

Member
Jetpack was annoying. But Reach had good 4x4 maps. Countdown, Zealot, Powerhouse, Reflection, Sword Base, Boardwalk, .. I liked anchor 9 as well. Pissed me the fuck off that I paid for all the DLC and can never play those maps

Sword base sucked for Slayer. Its obvious the map was made for Oddball exclusively.
 

Deadly Cyclone

Pride of Iowa State
All part of 343i's vision I guess. Spartans are no longer badass mo-fos. Anyone can just sign up to be one and they're simply cannon fodder.

This isn't just 343i's thing. It's the universe overall for Halo. Starting with Spartan 3's they were supposed to be quickly available with less training and augmentations. With the SIVs in Halo 4 they seem to be just high ranking military personnel, and less science experiment.

You can see by the way Halsey is being treated that no one approved of her method, and the new Spartans show what happens when you don't go all the way as Halsey did. Great soldiers, but no Spartan II.
 

Ryaaan14

Banned
Ok. Can you explain why you don't like them? Is it the jetpack bs ?

Well, Sword Base is easy, it is essentially a kill room map. All action inevitably leads to top gold lift.

Boardwalk just does not have any flow to it whatsoever, it functions too much like a campaign setpiece in a multiplayer environment. It was clearly designed more for one-sided objective games but the problem is - it sucked with those too. Spawns were an absolute mess, sightlines, weapon spawns, you name it really.
 
This isn't just 343i's thing. It's the universe overall for Halo. Starting with Spartan 3's they were supposed to be quickly available with less training and augmentations. With the SIVs in Halo 4 they seem to be just high ranking military personnel, and less science experiment.

You can see by the way Halsey is being treated that no one approved of her method, and the new Spartans show what happens when you don't go all the way as Halsey did. Great soldiers, but no Spartan II.
Drink, screen, spat.

S3's - Quickly available was still a few years of training. They were still young enough and had, if anything, more dangerous augmentations.

Plenty of people approved of Halsey's method, you don't get that kind of money otherwise.
They (and likely she) did it knowing there would be repercussions if it ever came to light (originally not intended).
Swordbase is one of the best Halo maps ever. The lift thing is very overstated.
I disagree that "the lift thing" is overstated, but it's not the worst map ever, it's one of the more enjoyable on disc Reach maps.
 

Kuroyume

Banned
All maps have red spots. Seriously don't get the hate for that map. I could play Swordbase all day. Really miss beta Reach where it was just that and Powerhouse.
 
All maps have red spots. Seriously don't get the hate for that map. I could play Swordbase all day. Really miss beta Reach where it was just that and Powerhouse.
It's not that there are red spots, it's what they represent. The map was one dimensional in all the congregation to the lift, it wasn't an overblown aspect, it was just a shitty map. In contrast, here's The Pit.

j1JX7Ylr9gDgb.jpg
 

Tashi

343i Lead Esports Producer
It's not that there are red spots, it's what they represent. The map was one dimensional in all the congregation to the lift, it wasn't an overblown aspect, it was just a shitty map. In contrast, here's The Pit.

j1JX7Ylr9gDgb.jpg

I hated when people camped sword.
 
Status
Not open for further replies.
Top Bottom