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Re: Map of Halo: Reach mission 1 *speculation SP!! | |
Posted By: Ross Mills | Date: 2/18/10 9:57 a.m. |
In Response To: Re: Map of Halo: Reach mission 1 *speculation SP!! (rolandk73) : I don't think of PoA as completely linear. It had many roots, provided by the : access ways, to choose from. Plus, many sections were microcosms of : nonlinear levels. The part with the covenant on the upper landing was : great. It gave many options. You could try to get up the stairs and fight : from there. You could stay downstairs. You could stay on the stairs. : Because the enemies were everywhere, as opposed to just right in front of : you, the game felt open. The level is an incredibly linear set of tutorials, but each encounter area has multiple options upon entering. Once you leave one encounter, however, you are forced into the next encounter in an A, B, C, D order. This allows the designers to say "We know the user is going to encounter the jumping tutorial, then the shooting one, then the grenade one". The first level of Halo 3 was the same, just in a jungle. Bungie constrained you to Tutorial pieces, learning as you look, then move, then jump, then encounter baddies and learn how to shoot. But it's linear in terms of encounters. Bungie know what will generally come next. The end of the 2nd level of Halo, however, had choices, since the tutorials necessary to play so far were all over. Carrying on the idea of tutorials, when the flood arrived, there was a video-tutorial, the game showed you how others reacted to the swarms and what the swarms did (basically), such as crawl and jump, and that they needed physical contact, then you had to react in your own way to them. After you'd learned how to deal with them, it threw you into trouble with the combat forms and let you work your own thing out with them. (note: This paragraph is speculation of design decisions, I may be wrong)
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