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#brick by singular brick and constantly testing and asking if its okay
spitblaze · 10 months
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Just did a read through of a few travel banters from octopath 1 and I gotta say, the Therion and Alfyn banters are really fun.
Therion chapter 2: they talk about going to a tavern. Therion says that Alfyn will be paying.
Alfyn chapter 3: they talk about going to a tavern again. Alfyn says he wants to avoid getting drunk around Therion.
Therion chapter 3: They talk about going to a tavern again. Therion insists on paying for drinks this time.
Outside of the Tavern Saga, their other travel banters are about Alfyn giving a woman a drug-induced nightmare, Alfyn saying he's got Therion's back, and Therion saying "would you trust this friend of yours forever? No matter what? Even if he betrayed you?" And Alfyn just saying "yep"
THEY'RE GOOD DOGS BRENT!!! They have a really good dynamic! And you can even see the through line with their relationship growth. Like you know me I'm incapable of looking at these two and seeing anything besides a slow burn romance but if i take off my fuckin Queer Goggles for a half second it's still a very clear progression of Therion being like 'ugh cheery goodie two shoes wants to be friends. thats his problem' to these two having a genuine bond. Therion talking about trust with him, something that's very personal to him that he has a lot of issues with and he keeps very close to his chest. Alfyn being clear about having his back no matter what. They're close enough to be able to know they have each others backs, even after all Therion's been through and how long he's presumably been trying to keep everyone else at arm's length. All my shit aside, they're good friends! Canonically! Their relationship is interesting and fun to explore because they're so drastically different but mesh so well! Im love these two please feel free to talk to me about Alfyn and Therion in any context any time
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zombiescantfly · 4 years
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Halo and the Burden of the Extended Universe
Halo, as in the initial trilogy of games one through three, has been about one man, known only by his rank, traveling to exotic alien superstructures hanging in deep space, traversing their surfaces on foot and in a variety of human and alien military vehicles, and mowing down literally hundreds of enemies per level. Throughout that trilogy, we’re supposed to believe that these aliens, the Covenant, pose a great risk to all of humanity. We’re told, by way of the instruction manuals and some NPC chatter, that these aliens have pushed our own species, at the time a massive space-faring empire, back to the singular planet of our birth. 
In all three games, we just barely make our way to the latest superstructure, clawing our way there against what's said to be insurmountable odds. We're constantly told that we're low on resources, low on time, we barely have a foot in the door while the Covenant have already made their bed. And yet, every single game, we win. Effortlessly. Constantly. 
And not only do we win, but we prevent the total annihilation of all life in the universe no less than once per game, sometimes more! Untold hordes of enemies fall at our controller-wielding fingertips, but somehow we're meant to accept that this one is our last chance, for real, we swear. Still, problems come and go at the whim of an inattentive scriptwriter, built up to be the most important thing we've ever seen, left perfectly resolved at the end of a 20-minute level.
In every game, the goalposts are constantly shifting, pushed further and further back by writers who realize, sweat on their brows, that they've started with the destruction of all life in the universe and have to somehow amp it up from there. For three games.
To put it mildly, they are not successful.
What do we have to be afraid of? Not the Covenant, because even the worst weapons we have available to us can tear them apart. All life on Earth, the last bastion of our species, is put at risk a full three times over the course of two games, and every single time we, as the protagonist, turn our back on the problem and are promised it will be solved when we aren't looking. If the Halo rings are fired, all life in the universe dies! Except when it was fired in Halo 2 and only sent a standby signal before being deactivated. Except when it was fired in Halo 3 using a never-before-heard-of "tactical pulse" that is at perfect odds with everything it was stated to do in all three games. 
There's no threat that sticks, no threat that matters. Everything the games have told us to be afraid of are continuously revealed to be utterly inconsequential. Even the moment-to-moment threats become routine, the moment-to-moment losses, unnoticeable. How many times have you gathered a squad of friendly Marines only to lose them all in the next gunfight? Well, don't worry, here comes a Pelican with four new ones, no questions asked. Yes, we're running low on fuel and men and supplies, but here you go Chief, you're special.
But why are we special? Who is The Master Chief? We know some things, but not a lot. We're a supersoldier, a Spartan. We have a ship's AI in our head who tells us what LZs to clear and does all the talking for us. Across three games, approximately thirty hours of gameplay, our main character has a mere sixty-eight lines of dialogue, and most of it doesn't pass the five word mark. Cortana, in comparison, has nearly six hundred spoken lines. Our hero is characterized only by lines like "boo," "green, sir," "I need a weapon," "understood," and "we'll make it."
Truly, a fascinating and deep character to go down in the annals of gaming history. A man brimming with all the personality of a cardboard box, all the empathy of a brick, and all the motives of a potted plant.
And yet, every Halo fan out there will tell you how cool he is, how haunted by his past he is, how deeply he feels the loss of his comrades, and how much he cares for his tiny blue Garmin. 
Why? We played the same games, right? With all the same plot holes and haphazardly shifting priorities, the miniscule cast of named characters that never do anything to extend past their paint-by-numbers archetype? What are they getting out this that I haven’t?
Well, they read the books.
To them, Halo has an excuse. There aren't any plot holes, none at all, because you can just read this piece of licensed fiction to plug it. Are you still uncertain, well over a decade after the fact, just how much time passed between Halo 2 and 3? There's a graphic novel to answer that for you. What about the Arbiter, why didn't he stick around to try to form a proper treaty with humanity after the end of Halo 3? Read the book to find out. Okay then, the Flood invasion of Earth, how'd that get cleaned up so fast? Don't worry, watch the animated short.
This isn't how storytelling works. 
You don't get to present a player of your game, a buyer of your product, with one third of a story and then tell them the rest exists as multiple books. You don't get to ignore key plot points that would bring your story together just so they can be sold off years later in a different medium.
External media, should your property have it, should be to expand on things the primary property has no room for. Hinted-at background events. Formative character experiences. Something tangentially related that still ties in to the main story. If it's really that important, tell your writers to make room for it in the main product. 
Halo has the room for it. Each game will probably take a first-time player around ten hours for a first playthrough, and far less time on subsequent runs. These games are short, but they attempt to tell a story many times larger than they make room for. So make more room. End the focus on getting players in and out in a single weekend sitting. Let your characters talk to each other beyond exchanging stiff one-liners in cutscenes. Stop making every level a bombastic, breakneck setpiece and give the story room to breathe, to actually be told. If it’s the end of the universe we’re dealing with, surely you can spare us more than nine measly levels? Let us actually see the larger situation rather than being told about it. Do you really think Halo fans would complain about a campaign taking fifteen to twenty hours to beat? They love Halo, they want to spend time with it. Capitalize on that, and take the opportunity to finally, actually tell a story with all the parts in it instead of just a third.
Which brings us, finally, to Halo: Reach.
Certain Halo fans, largely the same group of them that defend the poor storytelling because “it’s in the books,” have a reaction to Halo: Reach that can best be described as ‘vitriolic.’ They don’t like it. Why?
Because it’s not like the book. 
You see, while Halo: Reach came out in 2010, a book by the name of Halo: The Fall of Reach came out some months before the first Halo game in 2001. They are both about the same event, but with quite major differences. This caused quite a lot of contention at the time of Reach’s release, mainly from the part of the fanbase that believed they were going to get a one-to-one retelling of this book in videogame form. 
They didn’t get that. Halo: Reach is an original story that tells the tale of a world’s final hours and one team of elite supersoldiers as they attempt to do anything they can to help delay the inevitable end. It’s not the most compelling story ever written, or even the most compelling version of that story ever told, but it’s effective. Even though we’re dealing with the imminent destruction of an entire planet, the story manages to stay small. Reach’s ultimate destruction is a common piece of wall graffiti or NPC combat barks, so the ending is known, leaving room for smaller objectives to take the spotlight. Rescue civilians trapped behind enemy lines. Delay an invasion force to buy evacuation efforts another hour. Clear the skies so supplies and medivac can go out. 
Halo: Reach has almost no connection to the series at large, and it’s quite the breath of fresh air. As a prequel, its ending is a forgone conclusion, but it does what it can with the time it has. The messy, convoluted politics of Halo 2 and 3 are far in the series’ chronological future, letting you fight two enemy factions at once for the first time in the series, away from the plot point that sees them at war with each other. The end of the universe isn’t constantly being dangled over our heads for the third time in as many games, so the characters have a chance to sit down and swap banter, tell us who they are. They aren’t anyone too terribly compelling - Bungie still hadn’t quite figured out character writing - but they’re tested archetypes played well enough for the story’s demands. The threat is known and static, the stakes grow higher by way of the ticking clock drawing us ever closer to the planet’s inevitable end. There’s no faffing around with “trading one villain for another” because killing the first one would have ended the story too quickly, so a new one has to show up with no lead-in. 
Even at the very end of that original trilogy, Halo’s story was too big for the time Bungie gave it. Its own plot points were shoving at each other, jockeying for position, knocking parts off themselves in an effort to fit into nine half-hour levels until all that was left were fractions of what you’d need to find in the books afterward.
Reach suffers from its own short length, but not in the same way. It suffers in that you can point to the characters and they say needed more setup, more time with each other, maybe another level or two here or there to really draw the relationship out. It suffers by pushing a little too hard at the “imminent end” angle, hurrying you through and skipping over hours of in-world time that probably could have been their own level.
But surely even the superfans saw that this was preferable? That a standalone story was the best way to go about things? Surely they understood that attempting to simply recreate the book would have ended with them not seeing any of what Bungie came up with for this new game? There’s a lot to like about Halo: Reach, and a lot to do in it that you can’t do in any of the other games. Surely even the most fervent defenders of the extended canon ended up coming around and being able to separate the two for what they both were on their own.
Of course, that’s not what happened. See again, ‘vitriolic.’ And so here we are at the question this whole thing has been building up to. When a company leans as hard into external supplemental media as Bungie did for Halo, is it then obligated to play by the rules and plot points outlined in those external entities? It’s a tricky question, mostly because up until that point, Bungie had gone ahead as if every book and animated short and comic and webisode was one hundred percent canonical. The reason superfans tolerated those gaping plot holes in the games is, again, because they weren’t holes at all when paired with their companion media. So now, in the far-past year of 2010, Bungie has suddenly decided that one of those sacred tomes of external knowledge is incorrect. 
I think the easiest answer would have simply been to...tell the proper amount of story in the first place, but I guess it’s a little too late for that, especially now. 
So what, then, is the obligation put forward by such a slavish devotion to external storytelling? Were they wrong to do something different? Were they right to forge ahead with something new for the benefit of freeing players who had never read that book and any other related to it from the web of multi-author canon? 
I’d say they made the right move. Let’s talk about Star Wars.
Star Wars and Halo share many a talking point, the most obvious of which is just the sheer amount of additional stories they have stapled to them. Great news for fans who are into it, but terrible news for the actual IP holders. All they do is get in the way when the primary vehicle wants to expand. Disney felt it more than Bungie ever did, but Bungie felt it first: cut away the myriad stories clogging up the canon or you’ll never make anyone happy. Try to appease the superfans and get burned by not touching on every single node of criss-crossing plot webs that is the result of decades of overlapping stories by as many authors, while alienating newcomers by being forced to pay lip service to concepts and characters they’ve never heard of and have no attachment to. 
Disney made the right call, and so did Bungie with Reach. What came next in Disney’s case isn’t relevant, and Bungie washed their hands of Halo entirely afterwards. 
If your story cannot survive without the propping-up of half a dozen pieces of external media, you have failed to tell a good story. If your answer to questions about this story is to tell the asker to read a book, you have failed to tell a good story. I understand the appeal of that expansion, of being able to have a celebrated setting grow and reach new places, but it shouldn’t come at the expense of the setup. The world has to exist before it can be expanded upon. The story needs to be in place for its offshoots to grow. And that’s what Halo fails at, so totally and repeatedly. Bungie was too excited by the prospect of having an extended universe that they forgot to make a universe to expand upon. As a result, the actual core universe exists smeared across half a dozen mediums and dozens of individual pieces, with no true convergence point someone can present a newcomer with and say, “Start here.”
The Halo games are a patchwork mess of uninspired characters, unexplored concepts, unknown stakes, and uninteresting locales. Because they rely so heavily on their companion media to fill in those blanks, there’s nothing there to entice a first-time player to do it themselves. If a character’s inspiration comes from one book, the exploration of a concept comes from another, the weight of the stakes is told through an animatic, and the otherworldly locales are shown in all their glory only in the pages of a comic book, what is the game even for? If everything you need to know about the Master Chief, the Covenant, the war, and the Halos isn’t in the games, what’s the point of them? What do Halo 1, 2, and 3 actually stand to add to a universe seemingly defined elsewhere?
They become wastes of time. Wastes of potential. Other people - artists and authors working under contract for Bungie, not Bungie themselves - did all the heavy lifting to create these worlds and these characters. Does Bungie even know who their own characters are? Could the original writer for Halo 1 tell me everything the Master Chief has become through the works of a dozen other authors over the course of twenty years? 
The books might be good. I wouldn’t know; the games didn’t inspire me to read them.
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