OldNick's blog

Despite the grumpy and dissatisfied tone I seem to have established in this blog, in vilifying various Bungie design decisions, I certainly don't regret the time I've spent playing, reading, thinking and writing about the Halo series. Now that the trilogy is done, however, and we've had time to digest Halo 3, I think it's time to start putting the whole experience into some kind of perspective. In previous entries I've talked mainly about technical factors in level design, gameplay and story construction.

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I'm returning to a fundamental theme of my first entry: the tension between the need (or desire) to tell a story in a particular way, and the need to keep the player involved and immersed - by maintaining the consistency and believability of the game-world. Once again I have specific Halo examples in mind - the boss-battles in Halo 2, and Halo 3. Obviously, this means Halo 3 Campaign spoilers, so stop reading here if this is a problem for you.

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An article entitled [url=http://www.gamecareerguide.com/features/482/how_halo_3_changed_game_.php]"How Halo 3 Changed Game Development"[/url] has recently drawn some (rather sceptical) attention [url=http://halo.bungie.org/news.html?item=21601]at HBO[/url] and here [url=http://rampancy.net/story/bungie/10/01/2008/Did_Halo_3_Change_Game_Devel... Rampa

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Let me start by giving credit where it's due. The line of thought explored here grew from a discussion on the [url=http://carnage.bungie.org/haloforum/halo.forum.pl?read=858222]HBO forum[/url], which was itself inspired by a [url=http://jparish.1up.com/do/blogEntry?bId=8551185&publicUserId=5379721]tho... article[/url] from 1UP's Jeremy Parish.

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In 'Anger, Sadness & Envy No.4', Narcogen and Trindacut made some comments about scripted NPC behaviour which resonate with an article (or rant) I've been developing for some time.

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