Halo
I have analyzed Halo to death, but I'll make this really brief:
The beginning of Halo is masterful in the way it does a few very simple things. Firstly, the scene opens on a ship that is heavily under fire and about to blow up. This is the same opening to other great films such as Star Wars. Immediately, the player is drawn into the conflict of a crisis situation where SOMEone needs to save the day. Being quick to a present a problem is a masterful way to engage the player into a game. The game them goes one step forward and presents a multi-ethnic group of people who are at war with aliens who are completely unrelatable and unsympathetic. You couldn't even see what the aliens in Halo 1 were SUPPOSED to look like. So in essence, it was "us" vs. "them". The enemy was very clear and the mission was very clear. Kill "them". Then, in the absolutely masterstroke that was Halo 1, they go "We're in trouble and the only person who can help us is YOU." And "you", the master chief, just happen to be stronger than anyone, faster than anyone, and a head taller than anyone. Moreover, whenever you arrive on scene, people go "Wow... it's "YOU!" Thanks for coming! "You're" the greatest! We would have been lost without "YOU"!"
It's the simplicity, as someone said above, that made Halo what it was. Also, the legacy it had as an RTS meant that each side of the conflict had equal and equivlant vehicles that were well thought out and designed. Each one felt like it would have it own action figure or toy. As a result, playing the game felt like playing with toys.
Simplicity like "red vs. blue", a small number of really well made levels, configurabilitiy in multiplayer, etc. made it so that each person who played could insuate themself into the universe easily.
There were also a bunch of smart, novel gameplay decisions that Bungie made like
-Being able to configure multiplayer matches
-2 player co-op campaign play
-The concept of the "voice companion" where someone comes along through the FPS gameplay and talks, but isn't a physical presence.
These things were brilliant and used in many other games after the fact. It was also the first game after Half Life to really do the "living cutscene" thing in a compelling way.
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