A lesson in Showing Rather Than Telling
There are numerous aspects of the Halo franchise I could talk about, but I would instead like to talk about another of my favorite video game campaigns; Titanfall 2. Though the story of Titanfall 2 is nothing to write home about, its excellence lies in how the story is told. Titanfall 2 focuses on showing, rather than telling, in its level design, and the prime example of this is Titanfall 2’s signature level, Effect and Cause.
Throughout the game, the player has access to a cloaking unit, which renders them invisible to enemies. This promotes a cautious approach, and the player continues to have access to this cloaking device during the first half of Effect and Cause. However, at the start of the second half, the player retrieves a wrist-mounted device. At this point, the player is given only a single hint: “Press [Button] to Time Travel.” This enables the player to jump between to timelines: the present and the past. At first, the game only throws enemies at the player in one of the timelines, leaving the other as a safe area. This allows the player to get comfortable with the time jumps, and figure out exactly what they can do. Slowly, the caution gained from the previous levels turns to more aggressive strategies, as the player figures out that the instantaneous nature of the time jumps acts as a sort of “get out of jail free” card, allowing the player to easily escape dangerous situations at the drop of a hat. Furthermore, for a short time after the player switches timelines, faint blue trails will appear where an enemy is in the other timeline. Once the player figures this out, they can use this information to surprise enemies. It also prepares the player for the more complicated rooms up ahead.
Eventually, enemies will appear in both timelines. However, the enemies in each timeline differ. The present timeline features the melee-based prowlers, while the past is comprised of standard foot soldiers that will shoot the player at a distance. This allows the player to figure out how the would like to approach the room. They can opt to clear the present first to gain some breathing room, or clear the past first so that they don’t have to worry about being shot at.
The only information given to the player was a single button prompt. From this information, they were able to decipher the subtle hints throughout the level in order to figure out exactly what they could do with their newfound abilities, and even develop unique strategies to progress through the level. The brilliant part is that this discovery-based approach perfectly reflects the story. In the story at this point, the player is tasked with finding out what the antagonists , the IMC, are doing at this research center. This is unknown territory for everyone involved, and this is conveyed to the player through a show, don’t tell approach to level design.