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The Official Halo 3 Thread

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backflip10019 said:
Every single person that I've ever played Halo with in person doesn't know a damned thing about the story and could care less.
Anecdotal evidence ftw.
Dax, you have to remember that you're in the minority here, and most people only care about the action, the multiplayer, the reason that you play Halo in the first place.

http://www.npr.org/templates/story/story.php?storyId=17938562
http://news.teamxbox.com/xbox/13188/Halo-Ghosts-of-Onyx-Enjoys-Mass-Market-Debut-Today/
http://news.teamxbox.com/xbox/15135/Halo-Contact-Harvest-Debuts-on-NY-Times-Bestseller-List/
http://www.gamedaily.com/games/halo...rk-times-bestseller-in-first-week/5186/18598/

Fans of the story are definitely of a respectable size.
 
Dax01 said:
Fans of the story are definitely of a respectable size.
That may be the case, but they're certainly not in the majority. There is not a single figure on any of those links that you provided that gives a specific number of copies sold. "Debuted at #3 on the NYT Bestseller List" is not enough.

And even if you can find a number, compare that to the 20 million+ copies of the Halo games sold and tell me if the number of people that bought the books are in the majority.
 
backflip10019 said:
That may be the case, but they're certainly not in the majority.
Never said they were, just said that they were of a respectable size.
There is not a single figure on any of those links that you provided that gives a specific number of copies sold. "Debuted at #3 on the NYT Bestseller List" is not enough.

Debuting at number 3 on the NYT bestseller list, and another staying on it for 11 weeks says a lot for the story of a videogame.

And even if you can find a number, compare that to the 20 million+ copies of the Halo games sold and tell me if the number of people that bought the books are in the majority.
Those 20+ million games sold have not to a different person for each game. I have Halo 1 2 and 3, and I've owned three copies of Halo 3 since its release.
 
Dax: I like the story of halo

not the majority

Dax: other people like halo

not the majority

Dax: a lot of people like the story

not the majority


thread goes nowhere
 
Merguson said:
If the gameplay sucked, there wouldn't be a large number of storyline fans.

I win.

BENWUT-1.jpg


Most quotable avatar ever?
 
Trasher said:
I agree with, Eazy. Obviously a story is very important to a game, but I don't want to be force-fed information from cutscenes. I'd rather play the game and figure things out along the way. The reason I got hooked onto the Halo series was because of the mystery of the story. Sometimes it's better to not know everything because it leaves things to your imagination and makes it much more intriguing.
That's why I got sucked into Halo 1 in the first place (I sucked at multiplayer at first so I played tons of campaign).
 
Dax01 said:
Yeah, I read it. Who said that I wanted this "intricate" storytelling to be done through "traditional methods of storytelling?" I certainly didn't. Something like audio diaries would be perfect for a co-op game that ODST looks like it will be.

With regards to cutscenes: any of the players can just press "A" or whatever, and its done and over with.
Falagard said:
I think they should continue to put in cutscenes that you can skip, as well as add in-game story exposition through character dialog and things like the terminals where if you want you can explore more story elements (without the convoluted crap please).

Wouldn't that suit everyone?
Cutscenes are the laziest form of storytelling in a videogame, especially non-interactive ones. Half-Life does a good job because it never takes you out of Gordon's body, are almost all interactive (at the very least control of where you're looking), and those that the player can't move in are explained away because Gordon is trapped in something. That said, a open-world co-op game is as far away from Half-Life as you can get.

I don't want to miss the storytelling (skipping a cutscene), I want to experience it in a way that is most suitable for the medium. Audiologs, while potentially better than a showstopping cutscene, would still be bogus in a co-op game. Would they honestly expect all the players to stop communicating in order to some scripted monologue to play through their speakers?


Dax01 said:
I remember reading in one of your post that you don't really care much for the story of Halo. You've changed your mind?
Like I said I loved the universe CE created. Right now I'm separating story and universe, I don't know if those terms are appropriate but let me explain what I mean by each using CE. The universe CE painted consisted of the unique ring-world environment, a superhuman, the deadly aliens with a ton of personality set on exterminating humanity, the mysterious Forerunner who left only their creations (environment) and robots behind, and finally the flood who posed a threat to everyone. I loved that shit. That was all Bungie had to give me, and I know this would be an unpopular and unrealistic desire but I'd have liked it if they cut the series off there.

Then there's CE's story. Humans wanted to stop the covenant from discovering a weapon and at the same time wanted to find the weapon which they could potentially use to turn the tide of the war. They find out the weapon destroys all life and the ring hides the flood. MC decides they have to destroy Halo and escape. Then there are a few characters: Keys, Johnson, 343, Cortana, and the chief. They all do stuff.

There was very little to Halo's story and I could've even done without a lot of it. The "universe" was much more prominent in CE then the "story" was. They are both ways of storytelling.

2 & 3 added a bunch of shit about the politics behind everything, characters whose roles even I, an avid Halo fan with exposure to the extended fiction, forget. The story just gets too bloated when the cast goes from that select handful to a list like this:

Master Chief, Cortana, Johnson, 343, Gravemind, Ms. Keys, Arbiter, that half-jaw guy, Prophet of Truth, Prophet of Regret, Prophet of Mercy, Admiral Hood, Tarturas, and that heretic leader dude. Then there's also the increased amount of settings with various explained-away purposes such as High Charitry, the Ark, Delta Halo, the... other Halo. I'm probably missing some but God damn, more story doesn't mean better story.

I'm not knocking anyone that wants to invest the time to memorize who's who in some space soap opera but I shouldn't have to do the same to get anything worthwhile out of the storytelling.
 
I don't really care how it's told, just as long as it remains interesting.

Oh and if they are in real-time, please make them skippable (looking at you Half-Life and Assassin's Creed).
 
EazyB said:
I don't want to miss the storytelling (skipping a cutscene), I want to experience it in a way that is most suitable for the medium.
I can definitely understand this. "Experiencing" a story is definitely why videogames make for such a unique medium.

Would they honestly expect all the players to stop communicating in order to some scripted monologue to play through their speakers?

Picking up the audio diaries would be entirely optional (or rather it should be), and in the case one does pick it up in a co-op game, there should be an option to quickly disable it or back out of it.

Like I said I loved the universe CE created. Right now I'm separating story and universe, I don't know if those terms are appropriate but let me explain what I mean by each using CE. The universe CE painted consisted of the unique ring-world environment, a superhuman, the deadly aliens with a ton of personality set on exterminating humanity, the mysterious Forerunner who left only their creations (environment) and robots behind, and finally the flood who posed a threat to everyone. I loved that shit. That was all Bungie had to give me, and I know this would be an unpopular and unrealistic desire but I'd have liked it if they cut the series off there.

Then there's CE's story. Humans wanted to stop the covenant from discovering a weapon and at the same time wanted to find the weapon which they could potentially use to turn the tide of the war. They find out the weapon destroys all life and the ring hides the flood. MC decides they have to destroy Halo and escape. Then there are a few characters: Keys, Johnson, 343, Cortana, and the chief. They all do stuff.

There was very little to Halo's story and I could've even done without a lot of it. The "universe" was much more prominent in CE then the "story" was. They are both ways of storytelling.
I also understand what you are saying here, and had suspected you meant it this way in your previous post.

Standing alone, the "universe" of Halo is something to behold, especially in the first game. For me, the story that accompanies it gives more meaning to the "universe" and makes me appreciate it more. I have a hard time imagining me appreciating looking up to see those Forerunner structures that fire those blue beams into the air as much as I do now than I would without any information pertaining to the structures' builders.

I don't really care how or what is done with ODST, I just want a good story for the game.
 
I think there's a fine balance between someone like EazyB, who hates cutscenes, and me, who enjoys them if the story itself is interesting.

The story pushes forward the game, gives a reason for going from place to place. I agree that most players just care about the game and not so much about the story, but if the story wasn't there to explain why you're going where you're going the game would be completely disjointed (see Perfect Dark Zero).

A game company can't satisfy everyone. I think the perfect balance is in-game scripted events and dialog, with a scattering of cut-scenes which can be skipped. Anyone who thinks otherwise is an idiot, in my opinion. :lol
 
EazyB said:
Cutscenes are the laziest form of storytelling in a videogame, especially non-interactive ones. Half-Life does a good job because it never takes you out of Gordon's body, are almost all interactive (at the very least control of where you're looking), and those that the player can't move in are explained away because Gordon is trapped in something. That said, a open-world co-op game is as far away from Half-Life as you can get.

I don't want to miss the storytelling (skipping a cutscene), I want to experience it in a way that is most suitable for the medium. Audiologs, while potentially better than a showstopping cutscene, would still be bogus in a co-op game. Would they honestly expect all the players to stop communicating in order to some scripted monologue to play through their speakers?
I'm a big fan of Valve's approach, but having said that, I don't mind cutscenes if they're well put together and serve their purpose well.

I have to say Bungie's approach for the Cortana visions were atrocious, though, and felt like a failed attempt at a halfway point between cutscenes and scripted sequences. I wouldn't have minded it as much and may have even liked it if the effect was much more subtle and didn't wrestle with you for control of your own damn legs :lol .
 
Wtf, I just tried to install this new plugin that MLG is using to broadcast coverage called Octoshape and Spybot picked it up as a keylogger. So now I don't know what to do.
 
backflip10019 said:
Wtf, I just tried to install this new plugin that MLG is using to broadcast coverage called Octoshape and Spybot picked it up as a keylogger. So now I don't know what to do.
Ugh, thanks for the heads-up. I just downloaded and installed it. Apparently, CNN also uses this program, so I wouldn't get too worried, but I'm still removing it for now. Better safe than sorry.
 
GhaleonEB said:
The storytelling in Half-Life 2 was complete shit. I hope to god Bungie doesn't take any lessons from that game.
You dislike the storytelling, fair enough, but hoping Bungie doesn't take any lessons from HL2? Madness, sir, madness!

Judging by the acclaim the original Halo received, more minimalist storytelling and less "I'm possessing you now so listen up" stuff could be an improvement.
 
GhaleonEB said:
The storytelling in Half-Life 2 was complete shit. I hope to god Bungie doesn't take any lessons from that game.

I thought it was done well; the stuff that happens in the background, however, should be explained. Because you have to dig deep to find things.

There is a ton I did not know until I read this.
 
backflip10019 said:
Wtf, I just tried to install this new plugin that MLG is using to broadcast coverage called Octoshape and Spybot picked it up as a keylogger. So now I don't know what to do.

check the MLG forums to see if it has happened to anyone else. Maybe you'll get an answer too.
 
Falagard said:
I think there's a fine balance between someone like EazyB, who hates cutscenes, and me, who enjoys them if the story itself is interesting.

The story pushes forward the game, gives a reason for going from place to place. I agree that most players just care about the game and not so much about the story, but if the story wasn't there to explain why you're going where you're going the game would be completely disjointed (see Perfect Dark Zero).

A game company can't satisfy everyone. I think the perfect balance is in-game scripted events and dialog, with a scattering of cut-scenes which can be skipped. Anyone who thinks otherwise is an idiot, in my opinion. :lol
Yeah, I agree. There definitely is a fine balance to it. Part of me loves the badass cutscenes like the one right after the first level in Halo 2 where you bring the Covenant's bomb back to them. And I still get chills from the very first cutscene in Halo 3 when Chief lands back on earth. As far as what game got the perfect mix though... Right now I would have to say Halo CE felt just right, and that Halo 3, although it has the prettiest cutscenes, did a huge no-no with the whole Cortana/Gravemind freezing effect. That is just completely annoying. In order to properly rank them though I would have to go back and play them all another time.

Ah, never knew this. Someone compiled the cutscenes for all three games.

Halo 1

Halo 2

Halo 3
 
Half Life Story > Halo Story
Bioshock Story > Halo Story
Halo 1 Story > Halo 2 + Halo 3 Story

Halo Universe > all other gaming stories.
 
Nutter said:
Half Life Story > Halo Story
Bioshock Story > Halo Story
Halo 1 Story > Halo 2 + Halo 3 Story

Halo Universe > all other gaming stories.
Halo metastory (as told in the terminals) >>>>> Halo 3 story > Halo 2 story > Halo 1 story

Halo universe > Bioshock universe > Half-Life universe

Half-Life characters > Bioshock characters > Halo characters

Bioshock storytelling > Half-Life 2 storytelling >>>>>

....
...
..
..
..
.
.
.


.

>>>>>>>>> Halo storytelling


If this isn't sufficiently clear I will begin work on a series of graphs and mood diagrams.
 
Nutter said:
Half Life Story > Halo Story
Bioshock Story > Halo Story
Halo 1 Story > Halo 2 + Halo 3 Story

Halo Universe > all other gaming stories.

Whoa. I was with you up until that point. Dude, come on, Halo 2's depth of showing us just how the Covenant system works alone blows away anything that Halo: CE threw at us in terms of just story. (And that's literally within like the first two minutes of the game.)
 
GhaleonEB said:
The storytelling in Half-Life 2 was complete shit. I hope to god Bungie doesn't take any lessons from that game.
Don't really agree with dis.
Half Life Story > Halo Story
Bioshock Story > Halo Story
Halo 1 Story > Halo 2 + Halo 3 Story

Halo Universe > all other gaming stories.
I'm quoting you again because that seems to be the popular thing to do on this page. Anyway it looks like you got storytelling with the general story confused.

Also its really unfair that you compare the Halo universes with the other games consider Halo has like 50 books which expands upon it. The actual amount of 'Haloey Universey' presented in the Halo games is very limited.
 
backflip10019 said:
Wtf, I just tried to install this new plugin that MLG is using to broadcast coverage called Octoshape and Spybot picked it up as a keylogger. So now I don't know what to do.

Meh, almost 99.9% positive its a false alarm. MLG wouldn't bother hacking your shit, they make much more money than us. Also I imagine many quick installing plugins code looks similar to bad shit and the algorithms used to detect the bad ones detect good ones often.

----

Also I agree with Ghaleon I've played Half-Life 2 and episode two twice each and I really don't have a fucking clue what they were getting at. IMO the best storytelling is the traditional cutscenes between each level like Halo Wars, Halo, and pretty much a shitload of games. Scripted in game events are ok as long as they are skippable or you can turn them off IMO. Basically you don't want to interrupt gameplay and lockup the controls. Make it so you can move during the in-game scripted events and your fine, like in Too Human when you take the view of the enemy dude and you're still playing you and walking forward.

tl;dr - Let the player choose if they give a fuck about the story of the game. Like did I give a shit about the philosophical battle between the two drywalls in Pong? Fuck no, but that game was fun as shit! Gameplay >100x>> Story in video games , otherwise I'd watch a fucking movie.
 
Half-Life 2 isn't so much about story as being far more immersed in that setting and tale than Halo's action to cutscene average style of storytelling.
 
xxjuicesxx said:
Meh, almost 99.9% positive its a false alarm. MLG wouldn't bother hacking your shit, they make much more money than us. Also I imagine many quick installing plugins code looks similar to bad shit and the algorithms used to detect the bad ones detect good ones often.
Yeah, figured as much. I've been really wary of viruses and shit lately since I got this fucking Trojan that won't go away no matter what I do.
 
I must be of a new breed because the story in Bioshock was the only thing I liked about it. Sure the environments were lush and really captivating but the gameplay, once you get over the novelty of it, turned out to be a race for ammo and got extremely repetitive by the end. Fuck Splicers.
 
I thought the story of Bioshock was ok, what I loved though was the
would you kindly part, where you hear it all throughout the game, but it never comes to mind as being a part of the story at all, which is really cool

Cutscene wise, I love very well done, and thought out cutscenes, not too many, but not minimal either (Halo 3 and Halo Wars needed more), Halo 1 was about right (maybe a few more), and Halo 2 has a little too much. They also need to be epic in scale or content and/or try to drive deeper into the story than what normal gameplay could do.
 
backflip10019 said:
I must be of a new breed because the story in Bioshock was the only thing I liked about it. Sure the environments were lush and really captivating but the gameplay, once you get over the novelty of it, turned out to be a race for ammo and got extremely repetitive by the end. Fuck Splicers.
Ammo was always plentiful, and the way you can manipulate your environment and have many ways to tackle a situation made for interesting and entertaining gameplay. My only real big complaint about BioShock was the hacking mini-game got repetitive and tedious.
 
It shocks and disappoints me that in this day and age people still cling to the idea that cheap interspersed cutscenes amount to 'good storytelling'. Sure, they can be cool (I liked watching them in Halo Wars, but mainly they just made me wish someone would finally make a movie out of this world, and let the games be games), but their continued use is doing nothing to push gaming as a medium forward. We need to discover and deploy unique, ludic methods of storytelling that are definitively game-y and cut the apron strings between this new medium and older forms like cinema or literature.

Valve are pretty near the head of the pack when it comes to this. There are few gameworlds as subtly drawn as Half-Life's, even if much of what has gone into that world since HL2 is ad hoc, retconned, and fairly transparent in its attempts to flesh out the fairly spartan plot and characters of the first game. But in terms of non-intrusive, player-played narrative, almost nothing comes close. Portal and Left 4 Dead do very similar things: the world is there, the backstory to the game's main narrative thrust is there, and the nuance and details are left to the player's exploration and interest. Ken Levine appropriates the theatrical term mise-en-scène to describe it: putting the player in/on a rich, detailed world/stage and letting the world itself do the telling through the player's playing*, with occasional (and short) bursts of directed or scripted action to make sure the main plot points are hit. I suspect this is a baby's first steps in terms of how gaming as a medium is going to go, but its far, far superior to the traditional (and slavishly Bungie) method, which runs like this:

1. Level 1.
2. Jarring cutscene explaining how we get to level 2.
3. Level 2.
4. Jarring cutscene explaining how we get to level 3.
5. ...**

*The main flaw with this approach is it relies on intelligent, invested players to work. But then unintelligent, uninvested players are quite likely to hammer the spacebar/A-button to skip your adolescent power fantasy cutscenes anyway...

**And all of this liberally sprinkled with technobabble, unearned character drama, and nigh-on-incomprehensible plot elements, none of which makes sense unless you have read the accompanying literature.
 
Shake Appeal said:
It shocks and disappoints me that in this day and age people still cling to the idea that cheap interspersed cutscenes amount to 'good storytelling'. Sure, they can be cool (I liked watching them in Halo Wars, but mainly they just made me wish someone would finally make a movie out of this world, and let the games be games), but their continued use is doing nothing to push gaming as a medium forward. We need to discover and deploy unique, ludic methods of storytelling that are definitively game-y and cut the apron strings between this new medium and older forms like cinema or literature.

Valve are pretty near the head of the pack when it comes to this. There are few gameworlds as subtly drawn as Half-Life's, even if much of what has gone into that world since HL2 is ad hoc, retconned, and fairly transparent in its attempts to flesh out the fairly spartan plot and characters of the first game. But in terms of non-intrusive, player-played narrative, almost nothing comes close. Portal and Left 4 Dead do very similar things: the world is there, the backstory to the game's main narrative thrust is there, and the nuance and details are left to the player's exploration and interest. Ken Levine appropriates the theatrical term mise-en-scène to describe it: putting the player in/on a rich, detailed world/stage and letting the world itself do the telling through the player's playing*, with occasional (and short) bursts of directed or scripted action to make sure the main plot points are hit. I suspect this is a baby's first steps in terms of how gaming as a medium is going to go, but its far, far superior to the traditional (and slavishly Bungie) method, which runs like this:

1. Level 1.
2. Jarring cutscene explaining how we get to level 2.
3. Level 2.
4. Jarring cutscene explaining how we get to level 3.
5. ...**

*The main flaw with this approach is it relies on intelligent, invested players to work. But then unintelligent, uninvested players are quite likely to hammer the spacebar/A-button to skip your adolescent power fantasy cutscenes anyway...

**And all of this liberally sprinkled with technobabble, unearned character drama, and nigh-on-incomprehensible plot elements, none of which makes sense unless you have read the accompanying literature.

but i like watching master chief do cool stuff and run around.
 
Shake Appeal said:
incoherent rambling

cutscenes are awesome.

i wish there were more in game cutscenes to help tell the storyline. the truth is the average halo player has no idea WTF is going on in the halo universe. honestly, if you were to ask a casual halo fan about the storyline of halo they have no idea WTF happens in 1,2, or 3. if you were to stop them in a playthrough of halo3 and asked them what was happening or why they like the game they'll admit to this "i just like shooting things".

Merguson said:
If the gameplay sucked, there wouldn't be a large number of storyline fans.

I win.

no, the only thing you win at is being an idiot. this is probably the dumbest shit I have read in the past week. fans != good storyline/good gameplay.
 
I'm with Shake on this one. I hope gaming evolves past the cut-scene and focuses on incorporating the player's perspective into the story.. Especially in those games played from a first person perspective.

kylej said:
What's your favorite part, the aliens or the space marines?
Pshhhh Aliens, duh (halo2).
 
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