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Criticism of Bungie storytelling | |
Posted By: phatcorns <phatcorns@comcast.net> | Date: 1/25/08 6:44 p.m. |
I was just reading the 1up afterthoughts and I saw this quote: "EGM: The story is still confusing, even after playing Halo 3 the first time through. Is there a specific reason why that is? BJ: The Halo fictional Universe has gotten quite complex in the years since its inception. With multiple story arcs and characters weaving in and out of three games, it's not entirely surprising that fans may not have fully grasped what was happening. I think Halo 3 worked on a high level for conveying what was going on but many of the finer points were conveyed in subtle ways to the player through combat dialog and some cut scenes - either of which could be unnoticed or in some cases intentionally skipped. The Bungie way of telling stories has always been subtle and perhaps in Halo 3 we didn't convey this as clearly as we could have. Our goal was to weave the story directly into the player experience, relying on exposition and subtle hints rather than overt mission-briefing style presentations as much as possible - partly as a means of not pulling the player out of their experience." Ok, that is good in theory. The big problem that I have with this and it seems so obvious is that a prerequisite for this so-called "experience" the player is having is that they know what is going on. Without making sure that the player is always informed and knows why they are going to point A to kill person X (or even that they are going to point A in the first place) the "experience" devolves into I'm killing these aliens. The experience needs to be more than that and I don't understand why letting the player know what's going on has to be subtle.
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