But the small group of guys tasked with constructing the nighttime city (the biggest Halo environment we’ve ever made) did an amazing job with the time they had. And if we’d had more time or a bigger team, of course, we would have loved to create more unique geometry – more landmarks to help people orient themselves and find their way. I don’t think the VISR was as much an issue as the geometry of the city itself. Was there any way to keep the noir vibe and still please these people? Some traditional fans didn’t take to the nighttime sequences – complaining about wandering around and getting lost on the way to the next objective or not being able to see details with the night visor. So, again, we did our best to land somewhere in the middle, and we’re really happy players enjoyed Sadie’s story. But we found through playtesting that people thought this wasn’t fun because it was too easy. Some audio logs were definitely harder to find than others, and early on we considered adding all their locations to the map as we unlocked them. But for folks who did, we wanted to make it a decent challenge. #Halo 3 odst audio logs movie#We figured it would take about a week for a movie of all the audio logs to appear on YouTube (and we were right) for folks who didn’t want to scour the city. Was there any consideration during development that this story would be more directly integrated into the main plot? Some players really enjoyed the story told in the audio logs – possibly more than the main plot – but were frustrated at tracking down all the files. And sometimes that means bending the fiction a little. But, in the end, the game has to be fun above all else. Sure, we also allowed our ODSTs to flip overturned Warthogs and rip off mounted turrets. Aside from the health model, we found that weapon load-out was a great thing to tweak the new sound-suppressed pistol and SMG were perfect for ODSTs but maybe a little too stealthy for Spartans. I’d tell them they’re not using the new pistol enough! All kidding aside, we tried to strike a balance between vulnerability and special forces ***-ness. What do you say to players who thought having a “weaker” character detracted from the fun? How does Bungie weigh the importance of canon versus gameplay? ODSTs are not as powerful as Spartans in Halo lore, which results in the use of health packs and lack of duel wielding. But we’d rather have that problem than the opposite. It’s tough as a company who takes such pains to be upfront and honest with its fans to see that honesty backfire. The team was much smaller but the tech was much more stable than we were used to – there were just a lot of factors that made ODST’s development more difficult to predict than previous Halo games. But that’s really hard to do in general, and it was even harder to do with ODST. It would be great to always know where you’re going to end up – to be able to tell your fans exactly what to expect from the get-go. It was a frustrating situation to be in, absolutely. But the truth is that ODST started out as an expansion pack, and over time evolved into a full-featured beast that we could all stand behind at a $60 price point. Well, to be clear, we didn’t decide anything related to the price those decisions are made outside of Bungie. #Halo 3 odst audio logs full#At what point did you eventually decide ODST would be full price? Did you expect it to be a tough battle since consumers already thought of the game in a certain way? When ODST was first announced, Bungie said it wouldn’t be a full $60 title. Find out Bungie’s thoughts on final pricing, audio logs, Firefight matchmaking, and the possibility of DLC, straight from ODST creative director Joseph Staten. As part of our extensive Halo: Reach coverage, we decided to take a look back at Bungie’s most recent release, Halo 3: ODST.
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