Bungie: Why Master Chief hardly speaks
Less is more.
Bungie deliberately made Halo star Master Chief a man of few words so players would feel more like him.
"We left-out details to increase immersion; the less players knew about the Chief, we believed, the more they would feel like the Chief," explained Bungie lead writer Joseph Staten to Industry Gamers.
"When it came to the Halo novels and other products of the expanded universe, immersion wasn't as important as deepening understanding.
"Immersion was the main goal here. Also keeping the Chief a man of few words reinforced what we wanted to be a tough-as-nails soldierly persona."
Master Chief is almost as famous for his vacuous personality as he is for saving the universe. Throughout the hugely popular first-person series, he's never taken his helmet off to reveal what he looks like.
And yet the Chief bears incredible responsibility – alone. He is, after all, the only man capable of saving the earth from total destruction. This, again, was a deliberate design decision on Bungie's part.
"In the first Halo game we absolutely designed experiences around themes of loneliness and abandonment," Staten revealed. "Halo didn't dwell on the loss of the other Spartans (the closest we came was some of the 'combat dialog' from friendly A.I. For example, 'Look, a Spartan! I thought they all died on Reach...'), but we did absolutely want players sometimes to feel the weight of the Chief's heavy responsibilities.
"Take, for example, the mission where the Chief leaves Cortana to search for his commanding officer, Captain Keyes, only to end up witnessing the recorded deaths of other soldiers who might have lived had the Chief been with them."
2010's Halo: Reach was the last Bungie game, but 2007's Halo 3 was the Chief's last videogame outing. Now, with Microsoft's 343 Industries at the helm, what will become of him?
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Comments (27) Latest comment 1 year ago
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Because our writers are terrible at creating believable dialogue.
I guess they couldn't really say that though....
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(I love Halo by the way)
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I'll take their stab at spinning an ambitious videogame yarn over yet another "globetrotting" mission to kill some generic terrorists.
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Not all the Spartans died on Reach, y'know.
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Because Gordon Freeman doesn't.
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But from the point of view of everyone in H:CE, they did. The last thing that happens before the jump to hyperspace where you pick up the story from is a few the rest of John-117's squad dying on a spaceship (bar one) and the rest of the SpartanIIs being on a planet that was being glassed from orbit. You can understand their pessimism.
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Valve knows how to do that. HL2 and Portal work brilliantly. Metroid Prime works very well.
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Reach was brilliant but I did miss Master Chief!
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Also, the fact he used laconic wit and was a Spartan was a nice historical reference, although judging from this story that was just a coincidence.
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He spoke when he needed to, if he'd been spouting macho bullshit every five minutes it would have ruined it for me.
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Chief hardly speaks,but what he says is fuckin' A.
The other audio bits are awesome too. The chatter of the Marines really is hilarious sometimes.
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Speaking can also ruin characters. I for one will never play a Final Fantasy game ever again after listening to choir boys with perfect tans ruin the the hard work of Cloud and Squall.
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Playing as Dutch, for example, in ODST Firefight and he makes his silly comments a bit too often. In Reach they seem to have refined it a bit, so they don't quip quite as often but when they do, you appreciate it all the more.
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Pretty someone at bungie held a dictaphone to 24 playing on the TV.
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Link has never said a word, not even in text, to create a better sense of bond between you and the character. Even his name "Link", alludes to this.
The fact that the Zelda games are 3rd person allows us to see, and better mould his personality.
In the words of the master himself:
"..."