I appreciate Halo 3's campaign more and more as time goes by.
I've been playing Halo 1, 2, and 3 to help me nail down why I'm not enjoying Halo 4. As I was writing that waypoint section, it dawned on me that, overall, Halo 3 is the best designed Halo campaign.
Welcome back Dax! Glad to see you posting again.
When you mentioned the Hornet section in Halo 3, the first thing I thought of was flying the Pelican on shutdown, and how 343 went in the exact opposite approach to guiding you through the level. The sky is completely empty aside from the towers you're going for, all you have for guidance is two waypoints. You fly straight ahead for a minute until you reach the tower, the shoot the Phantoms that are already there until you can land. Why not have phantoms and banshees in the air at the beginning, guiding you from one tower to another and giving you something to do aside from fly in a straight line with nothing to shoot?
Compare this to New Allexandria, the mission Shutdown is blatantly trying to copy, and you can see Bungie nailing every aspect of that mission structure that 343 got wrong.
As an aside to this, you can most easily see how bad Halo 4's feedback system is by destroying a Phantom in Halo 4 and destroying one in Halo 3. The difference is HUGE, and a point I'll make in my overall writeup.
D'aw. Thanks, Kyle.
Great post, Dax. One thought I had to add to the topic was how Bungie did use waypoints, but often delayed triggering them for a few minutes. That allowed the player to explore for a bit without a waypoint pestering them while they did so. But because Bungie couldn't know if someone was exploring, or just (somehow) lost, Cortana would put up a marker a few minutes later.
Not always. It was situation dependent. But it was a smart way to give the player some credit and leverage other, less obvious ways to point us the right way.
Your illustration with the Ark split is a great one. I had recognized much of how good that campaign was at the time, but as time passes - and with the addition of a Halo game from another studio - I find I'm appreciating it even more. Might have to do a play though once Skyrim has loosed its grip on me.
Mhm, yup, and that was something I was going to add. Delaying waypoint usage is the best of both worlds. I forgot to mention that the excerpts I'm posting now are incomplete and require a little more refinement.
I think "The Ark" example is more well known of the two, but what really hit home Bungie's philosophy of leading the player is the example in The Covenant. To be honest, I discovered that by accident. I loaded up the Halo 3 campaign to see if Bungie put a waypoint during the huge aerial battle, and noticed what the Phantom was doing when I played the section through to its completion.