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Story and Gameplay Integration
Posted By: Narcogen <narcogen@rampancy.net>Date: 1/12/07 2:31 a.m.

In Response To: The Halo Campaigns. My review. (3Suns)


: You know, it is interesting. In another thread about a month or so ago,
: Sep7imus mentioned that he felt Gears was very much along the lines of
: "get bomb, ok now, take bomb to cave, ok that didn't work, now go try
: this" kind of thing.

The "that didn't work" angle I find interesting. At some point, I'm going to do a review of the level objectives you're given in Halo 2, both in cutscenes and in the game menu, and see how many you actually achieve. Not as many as we might assume, I think.

(I wish I could find his post. The sentiment was
: very well articulated.) I didn't say anything for various reasons, but my
: feeling was that he basically described my experience with the campaign
: for both Halo games. It struck me as incredibly ironic.

That's pretty much FPS play. I remember Ferrex remarking awhile ago on what his job was vis a vis player interaction. At the time he was working on those times when the player is interacting with the environment using a gun.

Which is pretty much all the time.

Think about what Halo allows you to do:

  • move
  • attack
  • press buttons

Anything involving vehicle or machine (elevator) operation is a subset of "move". So does running away, taking cover, etc.

Shooting, throwing grenades, and operating vehicle weapons falls under "attack".

Level objectives are, essentially, strings of these actions. Move there, attack them, press this.

The art in it all is not in trying to come up with something different, but making the same things look different, so that you don't feel that you're just moving, shooting, and pressing buttons.

: For me, the Halo campaigns are "Ok, now, run over there and flick that
: switch. Ok, now kill some elites and grunts. Now, hop in that vehicle and
: kill some more grunts while you drive over there to flick that swich and
: turn the big thingy on. Alright, good job. Now, we are going to tell you
: the story behind all that. You will really like it. .... ... Alright, now,
: run over there and climb to the top of that structure. When you get there,
: flick that big switch." For me, that is the Halo campaigns, and it is
: as the Penny Arcade boys described in their first comic review.

There is something similar about the Master Chief (in the game) and the Marathon security guard as protagonists. They are almost completely bereft of initiative. They never decide to do anything. They are told. Usually by an AI.

Marathon uses that mechanism, in part, to tell a story about heroism and fate. Perhaps Halo is building to that as well. You could also argue there's a meta-story there, a story about storytelling, in which the story of the Master Chief is the story of being a classical hero, a person who has to achieve great acts at the behest of others for reasons he doesn't quite understand himself, and who does not have the freedom to do it his own way, or to decide NOT to do it.

We do see a bit of initiative from the Chief in a couple of cutscenes-- when he suggests using a grenade to blow the engine covers during The Maw, and when he suggests "giving the Covenant back their bomb". Of course, that's not within the context of gameplay.

[snip]

: The main reason why I feel that way about the Halo campaigns and I don't feel
: that way about the Gears campaign is this. In Halo, the story doesn't
: match the action, in Gears it does.

Do you mean the story of Gears is dumbed down to the level of its story, unlike Halo? Or that Gears' gameplay is more complex, and better matches a complex story?

: Halo is a FPS, which means the player is supposed to be the Master Chief.
: The Master Chief is a brilliant, genetically enhanced cyber-soldier with
: practically the knowledge of the Universe as his A.I. assistant. So, why
: is it then, that even when there is only one way to complete an objective,
: we still have orders coming in. I think the only way to deal properly with
: the nature of the character we are supposed to be assuming, is to give us
: broad, final objectives, and then accompany such with all sorts of intel,
: including maps, enemy locations etc. that we can access, and then let us
: decide how we are going to accomplish that objective. The gameplay needs
: to be as cerebral as the story. The story is too grand for a FPS in which
: the protagonist is always told what to do.

In a sense I agree with what you're saying; but I have to admit I cannot think of a way of achieving this without more radical changes to gameplay than you suggest. Combat objectives could allow for more player initiative if level geometry was more open, allowing for multiple paths to the same objective. But I know what developers will say to that. If each and every combat encounter had two separate paths, you'd be able to finish the game and see only half the content, essentially. I think that makes developers nervous. Content takes time and money to develop, and once that time, money and energy is invested, they want the player to see that content. So instead of making a game you could play twice and never see the same thing happen, they string all the encounters together in a linear fashion to make sure you see it all.

: In Halo, everytime a cut scene (in which Great Stories are told, and
: literally, the Secrets of the Universe are revealed) comes to a
: conclusion, we are given these objectives that are jarringly simple. The
: contrast between the magnitude of the events unfolding in the cut scenes,
: and the point-to-point, each-step-along-the-way objectives shocks me; it
: takes me out of the game, and trivializes the character I am supposed to
: be assuming. I believe that one of the ways they could make a better match
: between story and gameplay, aside from making it an RPG, is to change the
: gameplay as I described above.

In essense, Halo's story embodies the conflict you're identifying. How a character whose only special characteristics are strength, speed, resolve, and resilience, will have a massive effect on the fate of the universe (or not).

Think of another epic story, like LoTR. The heroes there are hobbits-- absolutely ordinary individuals. They pick up an object on one side of the map, and deposit it on the other. Most of the time they are guided or instructed by others wiser than them. Sometimes they're captured and have to escape. Sometimes they must depend on companion characters for guidance, even when they can't fully trust them. Choice, most of the time, doesn't enter into it.

: I never played Marathon, but I think that the way in which the story was
: presented (through writtten text dispensed on futuristic computer
: terminals), and the settings in which the action occured, served to tie
: the story and action more closely together. I would love to hear what
: those who hold Marathon dear, think of this idea.

Marathon's story is deeper mostly because it is told in text. The distribution is also a bit better. In Halo, you're usually getting a cutscene at the start and the end of each level. In Marathon, you get terminal texts throughout a level, so the separation between stretches of gameplay and stretches of storytelling is less.

That said, the integration of gameplay actions and storytelling in Marathon is nearly identical to Halo's. In Marathon you shoot things, go places, and push buttons. In Marathon you have an inventory, so you can pick up things and carry them places, which in Halo's campaign you don't have, but that's a minor point.

: Anyway, in Gears, your action is the story. You are living it as you go.
: (That is why I never had a problem with events in which something didn't
: work and another approach had to be tried to accomplish the original
: objective). Marcus is a grunt following orders. We don't expect him to
: come up with a brilliant plan to save the universe, nor do we even want
: him to - that would be out of character. Marcus couldn't give a shit. He
: already proved as much when he abandoned saving the multitudes, to save
: his father. The Gears story matches the gameplay very well. What few cut
: scenes there are, never go beyond the scope of the character or the
: action.

The Chief is a grunt, too. He's a petty officer. He commands a squad of Spartans, but that's it. And in the context of the game, there are no Spartans. He never gives orders to marines (although Cortana does). He doesn't come up with brilliant plans. That's Cortana's job. He comes up with brilliant tactics. Some of them you come up with yourself. Some, like the stuff you have to go through in the engineering section in the Maw, the game gives to you, and you have to execute.

: Hmm... maybe it is just the caffine in the chocolate I should never, ever
: have eaten just before bedtime, but, I think that Bioshock is actually
: going to be more a of spiritual successor to Marathon, than the first 2
: Halos are. (ha ha Not having ever played either game, that is pretty
: ridiculous statement.) ;)

There are lots of comparisons to System Shock and Marathon, and since Bioshock is supposed to be the spiritual successor to System Shock, that makes some sense. I'm quite looking forward to Bioshock, myself.

Notable Brutes



Message Index




Replies:

Susan O'Connor - process of games writing OT3Suns 1/10/07 2:50 a.m.
     Re: Susan O'Connor - process of games writing OTJillybean 1/10/07 3:41 a.m.
           Re: Susan O'Connor - process of games writing OTCaptain Spark 1/10/07 7:57 a.m.
                 Re: Susan O'Connor - process of games writing OTJillybean 1/10/07 10:57 a.m.
                       Slight edit . .Jillybean 1/10/07 10:58 a.m.
                             Here's the interview link:FoolsRun 1/10/07 11:33 a.m.
                                   Thank you! *NM*Jillybean 1/10/07 12:42 p.m.
                       Re: Susan O'Connor - process of games writing OTCaptain Spark 1/10/07 12:48 p.m.
                             Re: Susan O'Connor - process of games writing OTThe More Deluded 1/10/07 12:52 p.m.
                                   Re: Susan O'Connor - process of games writing OTCaptain Spark 1/10/07 5:32 p.m.
                             Re: Susan O'Connor - process of games writing OTJillybean 1/10/07 12:57 p.m.
                                   The Halo Campaigns. My review.3Suns 1/11/07 1:31 p.m.
                                         Re: The Halo Campaigns. My review.Louis Wu 1/11/07 2:03 p.m.
                                               Re: The Halo Campaigns. My review.3Suns 1/11/07 5:40 p.m.
                                         Story and Gameplay IntegrationNarcogen 1/12/07 2:31 a.m.
                                               Re: Story and Gameplay IntegrationJman 1/12/07 2:59 a.m.
                                                     Re: Story and Gameplay Integrationreprobate 1/12/07 4:40 a.m.
                                                           Re: Story and Gameplay Integrationreprobate 1/12/07 4:44 a.m.
                                                                 Re: Story and Gameplay IntegrationNarcogen 1/12/07 5:45 a.m.
                                               Re: Story and Gameplay Integration3Suns 1/13/07 10:26 a.m.
                                                     Re: Story and Gameplay IntegrationNarcogen 1/15/07 12:54 a.m.
                                                           Re: Story and Gameplay Integration3Suns 1/15/07 8:56 p.m.
                                                                 Re: Story and Gameplay IntegrationNarcogen 1/15/07 10:13 p.m.
                                                                       Re: Story and Gameplay Integration3Suns 1/16/07 1:19 a.m.
                                                                             Battle-based gamesRockslider 1/17/07 12:33 p.m.
                                                     Re: Story and Gameplay IntegrationPeptuck 1/16/07 1:59 p.m.
                                                           Re: Story and Gameplay IntegrationUrsusArctos 1/17/07 5:15 a.m.
                                               Re: Story and Gameplay IntegrationCody Miller 1/16/07 12:32 a.m.
                                                     Re: Story and Gameplay IntegrationNarcogen 1/16/07 1:58 a.m.
                                                           Re: Story and Gameplay Integration3Suns 1/16/07 3:16 a.m.
                                                           Re: Story and Gameplay IntegrationMa1agate 1/16/07 9:25 a.m.
                                                                 Re: Story and Gameplay IntegrationAnton P. Nym (aka Steve) 1/16/07 10:13 a.m.
                                                                       Re: Story and Gameplay IntegrationSep7imus [subnova] 1/16/07 11:00 a.m.
                                                                             Re: Story and Gameplay IntegrationPeptuck 1/16/07 1:45 p.m.
                                                                 Re: Story and Gameplay IntegrationHikaru-119 1/16/07 10:56 a.m.
                                                                       Non-Stop ActionNarcogen 1/16/07 11:02 p.m.
                                                                 Ken Levine on using quiet in games3Suns 1/23/07 2:26 a.m.
                                                                       Re: Ken Levine on using quiet in gamesRed_Breast 1/23/07 12:02 p.m.
                                                           Re: Story and Gameplay IntegrationCody Miller 1/17/07 1:28 p.m.
                                                                 Re: Story and Gameplay IntegrationNarcogen 1/18/07 4:47 a.m.
                                         Re: The Halo Campaigns. My review.Cody Miller 1/16/07 12:17 a.m.



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