So I got the Halo 4...guide thing. Whatever it is. The book with the MC and the Didact's cryptum on the cover. In the back are interviews with several members from 343 Industries. An enlarged, key quote from Scott Warner – "Within the Halo sandbox, I think we managed to create another 30 seconds of fun" – caught my eye, so I read his first. The interview provided some...interesting insights into the development process behind the campaign. I'll post the most fascinating things below:
"And if you were to look at what the big changes from previous Halo games are, it's the introduction of the new race, and our decision to move away from over-emphasizing huge combat spaces – like the ones you see in Halo 3 and Reach – in exchange for bringing some more tight linear environments back into the game. When you go back to the first Halo, there are many fantastic fights, like the one out of Pillar of Autumn, that are really excellent because they are more linear and tight."
"Another area of the game that we explored early on but ended up backing away from, was the idea of having major setpiece moments that didn't interrupt the sandbox."
"We started with the multiplayer first in establishing the overall sandbox balance, and then applied that back into the campaign."
In response to the question of what he would most want to improve for the next Halo:
"Our resistance to change. Now that I've gotten to the end of this, my perspective has changed completely from being very faithful to the original games, to I'd love to do a lot more original stuff. To feel less precious about what existed before, because I think it's inhibited us in some ways. Now, I think we can go anywhere with it creatively. And we should."
Edit:
On the thing he's most proud of in the campaign:
"The Prometheans, because we created a brand new race that's interesting to fight against and feels really fresh. Within the Halo sandbox, I think we managed to create another '30 seconds of fun.' I think we addressed some of the concerns that existed with the Flood, in terms of them being one-dimensional, and also gave us another tool help avoid player fatigue."