Halo 4, One Year Later: What Happened?

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The graph after halo 4 releases is amazing. When halo 4's population starts to drop you can see the point where people tried going back to reach for a bit and then said fuck it. Probably not what really happened but whatever lol.

Uh... you did play the Halo 2 campaign right?

The halo 2 campaign is fantastic and i really enjoyed the story in it. In fact probably my biggest disappointment with the franchise is how it basically felt like the arbiter storyline was just left to the wayside after halo 2. The enemies may have been repetitive but i never felt bored fighting them.

It did taper off in quality towards the end and for that reason i put it behind halo CE but not by a great deal. The first few levels of the halo 2 campaign are some of my favorite in gaming fullstop.
 
Give us remake of Halo 3 maps for Halo 4...Do it 343...

Look DICE gave some great maps from BF2 for free...

I'd like to play again on Guardian, Construction, The Pit, The Narrows....Do us a favor and give those to players...

DO IT !
Not completely sure, but I think they added Pit to Halo 4 as DLC, it's called pitfall or something. Can't see it being fun with Halo 4 gameplay though.
 
The impact is they started using us Community Cartographers as free Certain Affinity employees and not as community liasons and content promoters.

I went from having tons of fun working with Bungie on Reach and 343 on Halo (initially) to end up burning out from the limited feedback impact any Cartographer had, to just being used to test content CA/343 already had, and having the Community Cartographer name attached to things we didn't even work on.

In the early days, I was able to do stuff like get Affinity into matchmaking, work with other cartographers to convince Bungie to remove a certain armor ability, and send distilled HBO/GAF feedback that ended up in a certain gametype function getting added.

In the middle of it, I was paying for Live Gold out of my pocket just so we could get Reach updated.

At the end of it, I was fixing 343's disc maps up so that people couldn't escape from them or exploit them. There wasn't even time given to promote or work on original content. I was doing what paid employees should be doing. I ended up burning out like Chief in the intro of Halo 3.

For the type work you and other Cartographers are doing Tashi, you should be getting a paycheck. Plain and simple.

Taking advantage of your fanbase in such a way is sickening.
That really, really bums me out.
 
. People are too willing to forgive some of the major design flaws in Reach because it's not the halo game everyone is talking about now. Armor lock was possibly the worst thing to introduce in a Halo game, The melee system was incredibly stupid, bloom was out of control, and the maps were copy pasted from the single player levels.

Vice-versa on the map design. Some Reach's multiplayer spaces were inserted into campaign in order to try and create a more immersive experience between the two (You can't complain about the environments, as Halo has always used textures/skyboxes from some campaign areas in multiplayer).

The problem there was that two of the most obvious examples, Boneyard and Spire, were poor BTB maps that might've felt copy-pasted because they weren't designed for BTB. They were Invasion maps. Which does bring up one of my biggest problems with Reach - it didn't ship with any real BTB maps. Only Invasion maps and Forge World.

My opinion on Reach has actually improved in hindsight, given Halo 4, as well as Bungie's contractual situation in terms of Reach (i.e. their contract with Activision basically mandating that they remove the entire team as soon as the game shipped). Reach definitely has its flaws - Armor Lock, as you mentioned, also being one of its biggest, and a good example of one of my problems with Bungie. I think with Halo 3 and Reach, in instances, they designed things that were very good ideas on paper, but completely failed to think about how they'd be used in practice. It felt like Armor Lock was definitely something designed as an anti-vehicle ability, but the way it was allowed to be abused in stuff like Team Slayer was absolutely atrocious. I think Reach is a great game that offered a ton of excellent variety, but Bungie stretched limited resources too thin in pursuing certain ideas.
 
Vice-versa on the map design. Some Reach's multiplayer spaces were inserted into campaign in order to try and create a more immersive experience between the two (You can't complain about the environments, as Halo has always used textures/skyboxes from some campaign areas in multiplayer).

The problem there was that two of the most obvious examples, Boneyard and Spire, were poor BTB maps that might've felt copy-pasted because they weren't designed for BTB. They were Invasion maps. Which does bring up one of my biggest problems with Reach - it didn't ship with any real BTB maps. Only Invasion maps and Forge World.

My opinion on Reach has actually improved in hindsight, given Halo 4, as well as Bungie's contractual situation in terms of Reach (i.e. their contract with Activision basically mandating that they remove the entire team as soon as the game shipped). Reach definitely has its flaws - Armor Lock, as you mentioned, also being one of its biggest, and a good example of one of my problems with Bungie. I think with Halo 3 and Reach, in instances, they designed things that were very good ideas on paper, but completely failed to think about how they'd be used in practice. It felt like Armor Lock was definitely something designed as an anti-vehicle ability, but the way it was allowed to be abused in stuff like Team Slayer was absolutely atrocious. I think Reach is a great game that offered a ton of excellent variety, but Bungie stretched limited resources too thin in pursuing certain ideas.

Agreed. A lot of the ideas that Bungie introduced in Reach were conceptually strong and probably could have worked, they just weren't tested and fine-tuned enough.

Compare that to the ideas introduced in Halo 4. No amount of testing or tuning was going to make those ideas work in the context of a Halo game, they were conceptually flawed to the very core.
 
What happened is that Bungie didn't make it and nobody really wanted a Halo 4 anyway (even if they thought they did). The series had a good run but Bungie wrapped it up and then some. People have moved on and now it's just being milked dry.
 
Agreed. A lot of the ideas that Bungie introduced in Reach were conceptually strong and probably could have worked, they just weren't tested and fine-tuned enough.

Compare that to the ideas introduced in Halo 4. No amount of testing or tuning was going to make those ideas work in the context of a Halo game, they were conceptually flawed to the very core.


I know that the basic concept of Invasion was something they had ideas for as far back as Halo 2, and were always trying to get into the game. In 3's case, Sandtrap was originally conceptualized as a map for such a gametype. So I can understand the desire to finally get it into their last Halo game, even as it must have knowingly caused them to shortchange BTB.

And that's also the thing. It basically seems like Halo 4 multiplayer was more or less finished as far back as E3, as the demos they were showing then seem pretty identical to the final product. And every time I read more behind-the-scenes H4 stuff, it looks like more and more of the actual work on multiplayer was passed on from 343 to Certain Affinity. And despite such, Halo 4 shipped with a very limited multiplayer suite. Definitely less function and possibilities as Reach's. It feels like the #1 concern was simply delivering a polished "CoD Killer". Meanwhile, with Reach, Bungie was clearly going down to the wire in order to jam as much into the game as they could. For anyone who played the Reach beta could probably recognize that beta-Invasion was pretty much literally multi-team duct-taped together.

Not everything worked out as well as planned with Reach, but at least they were trying to expand upon the Halo experience instead of fundamentally change it into something else.
 
Bad mp decisions is what happened.

No skill rank really turned me off before the game even came out. Halo 4 felt like it was so far removed from the days of H2-3 to me that I immediately felt a disconnect. I played more Reach than I did H4 and I strongly disliked Reach.

I gave myself one more shot with Halo after what Reach was. When we heard about the news of how mp would be before the game came out, I was already questioning my purchase. I gave them a chance and was let down just like millions of others. Updates were very slow, AA's still are a horrible idea and playlist management was god awful. Having played Halo for so long I expected competitive playlists, for people who what just a pure skill gun on gun battles. Without that and skill ranks my thoughts were I was going to quit Halo for good and that only took 3 months of playing H4.

I bought an Xbox for Halo, it was the one and only reason for me owning the Xbox brand and without that I have no desire to purchase a X1. I since bought a Ps3 six months ago and have a Day 1 Ps4 coming.

It's really sad for me to move on from Halo and would take a lot of convincing and evidence that H5 won't just follow in the foot steps of the last two Halo's.
 
I don't get the hate for Halo 4's campaign, it's the best in the series by quite a margin for me. Faster, prettier and more varied.

Halo 3 multi is always king though.
 
Does anyone have access to similar charts for other games or franchises? Say the top 10 or 20 Major Nelson games over the last 5 to 10 years?

I'd like something to compare Halo/4 to.
 
Does anyone have access to similar charts for other games or franchises? Say the top 10 or 20 Major Nelson games over the last 5 to 10 years?

I'd like something to compare Halo/4 to.

You'd have to assemble Major Nelson standings yourself. For in-game populations, Halo was the console game that popularized live stats and not many games have followed it, so they don't always have numbers available.
 
It is soooooo linear.
True, the levels aren't as open as the previous games.

But it's better in enough other areas to forgive that IMO. The story is actually fairly interesting too, I could never give a fuck about the story in previous games.
 
I actually liked Halo 4's multiplayer the best out of all the Halo games (well, maybe not 2. But it's been so so long since Halo 2).
I stopped playing it online because of XBL gold. I finally had enough and decided not to pay for gold any more. All my multiplatform online games are now on PS3 because of free online and with the PS4 I already get plus (due to the fantastic EU game selection) so next gen I will stick with Sony for multiplatform online.

Does suck though because Halo multiplayer is damn good imo. Much more fun than the previous games.
 
The issue with Halo 4 is that it tried to be a bastardized combination of Call of Duty and the previous Halo games. Reach's multiplayer was criticized for the use of loadouts, bridging the gap between Halo's traditional pick-up based weapon system and Call of Duty's loadout system. In concept, it could work out well if the game mode was designed around it, such as it was
n't
in Invasion. Even if you could spawn with higher-tier weapons in some modes, weapon/map control was still one of the biggest factors.

Halo 4 completely threw that combat ideology out the window. The addition of fully customizable loadouts, complete with over two dozen (unidentifiable) perks (or specializations, whatever want to call it) utterly destroys the flow of combat from every other iteration of the series, reducing it to a more random Call of Duty-like level. It encouraged camping, giving players a shotgun secondary (hell, that was actually an
overpowered
thing in MW2), letting an entire team sit in a corridor, racking up kills until they have a power up/power weapon to freely wreck the opposing team. Apparently the camping/killstreak balance problems were addressed in a update many months later, but I had already sold the game at that point. It still doesn't change the perk system.

As evident by the colossal drop in players, these changes to the series may very well have appealed to the Call of Duty audience, to which they immediately lost once Black Ops 2 was released. The changes in core gameplay didn't resonate with previous Halo fans, leading to their exodus from the game.

In addition to these changes in competitive multiplayer, the removal of Firefight was another huge blow to the game and its longevity. I spent way too many hours just goofing around with friends in Reach's Firefight-- it's still a blast to play! However, none of us wanted to play 4's abuse of regurgitated assets presented as "Special Ops". It simply was a chore to play. This should've been the one area where the Call of Duty-inspired perk system system shined. Instead, hardly any of the perks made a difference in gameplay.

I've been a fan of the series since 2001, and 343 has completely killed off any interest in it for me. I sincerely hope that Halo 5 isn't supposed to be the Xbone's killer app.
 
The only good story in a Halo game was the first one. You understand where it starts and it builds from there. Halo 2 was up its own ass from the start trying to be all Star Trek with the Covenant like a mix of Klingons and Romulans. It really didn't work for me. Master Chief was pretty incidental to the story. I still have no idea what was going on in Halo 3. ODST's story was decent, but too fragmented and with too much downtime. Reach tried to be Halo 1 with added drama, but it never really worked. It didn't know how to build the characters to give their deaths impact. Ending was neat though. Halo 4 was basically 2 but told worse.
 
.

we learned a lot.

as a team and a developer.
I believe you, because 343 is a pretty unbelievable concentration of talented people. I hope those lessons pay off in Halo 5.

What I wonder is why it wasn't obvious from the very beginning that erring on the side of safe and conventional was the right course for Halo 4, assuming the main goal was to create a worthy sequel to Bungie's games. There are so many changes to the series' basic formula that are absolutely mind boggling from a fan's perspective, from the bullet sponge enemies that frustrate where the tactically diverse Covenant offered a tough but fair challenge, to the fundamental shift in multiplayer focus where random elements and customization replaced Halo's defining gameplay dynamic: starting on a level playing field and carving out an advantage with your own skills and experience. It seemed as though 343 privately decided that they knew better than Bungie and the fans that made Halo such a powerhouse franchise to begin with. It's not like making a game that appeals primarily to the core fanbase is unprofitable. Just look at Halo 3.
 
The impact is they started using us Community Cartographers as free Certain Affinity employees and not as community liasons and content promoters.

I went from having tons of fun working with Bungie on Reach and 343 on Halo (initially) to end up burning out from the limited feedback impact any Cartographer had, to just being used to test content CA/343 already had, and having the Community Cartographer name attached to things we didn't even work on.

In the early days, I was able to do stuff like get Affinity into matchmaking, work with other cartographers to convince Bungie to remove a certain armor ability, and send distilled HBO/GAF feedback that ended up in a certain gametype function getting added.

In the middle of it, I was paying for Live Gold out of my pocket just so we could get Reach updated.

At the end of it, I was fixing 343's disc maps up so that people couldn't escape from them or exploit them. There wasn't even time given to promote or work on original content. I was doing what paid employees should be doing. I ended up burning out like Chief in the intro of Halo 3.

For the type work you and other Cartographers are doing Tashi, you should be getting a paycheck. Plain and simple.
Yikes. I got asked to take over Steveobi's position during the Reach transition. Glad I declined.
 
You'd have to assemble Major Nelson standings yourself. For in-game populations, Halo was the console game that popularized live stats and not many games have followed it, so they don't always have numbers available.

The standings aren't the right Metrics exactly but perhaps it's good enough of a comparison. I've looked at BLOPSII and saw a similar trend initially but it seems there is very limited data around. I tried for NBA, FIFA, sonic and a cross section of steam games over a few months too.

It would be a great comparison tool but I'm yet to find an acceptable enough method.

In terms of Halo 4 it would have been interesting to have the current game with the good DLC maps at launch and how that would have affected things population wise over the last 12 months. Campaign I enjoyed but replay ability was limited and the old tech really pushed them into an on the rails fest. The CGI was great, Spartan Ops gameplay sorely missed scoring, customizations and skulls after that first story based playthrough. Multiplayer without a ranked vs. social split really hurts the black screen, guests and skill matching. Overall launch and early months missing late/cut features, missing arena, missing 1 sided obj/assault, missing in game ranks and poor maps quality has hurt the population long term.

On the plus side graphics to 720p, character models/animation, facial capture, CGI, most of the overall campaign story, SPOPS weekly concept was cool, sustain cadence, developer willingness to improve (community polls, forums interaction, bulletins, new staff choices) and the latter/current playlists/settings.

Personally I was really happy with the campaign/story overall, SPOPS weekly was cool but the gameplay was lacklustre and multiplayer missed totally at launch but the developer has really been delivering considering post game/engine support.

I'm still very excited for Halo X1. Bungie had many hits and misses too. When I look at the global championships the game hints towards next gen greatness and I hope it comes to fruition.
 
I'm mostly interested in SP, and on that end I only have one complaint: The very linear corridor levels.

Not being able to backtrack and pick up old weapons damn near broke the game for me. Unforgivable.

Hell, weapons AND enemies should remain on the ground in Halo. The Silent Cartographer is a fucking treasure because of this. The feel of being on a small island with consistency...backtrack for old weapons and still see Hunters lying dead on the ground.

NsYtvtT.jpg


Never forget....:(
 
Nice OP. Really good overview of the situation. I've been playing Halo since CE and only played Halo 4 for a few weeks, but this is depressing. Definitely shows that Bungie has some magic when it came to multiplayer and managing a community. Sad to to see such a great franchise fall behind like this.

There were indeed a lot of issues and negatives in the multiplayer to me, and that stopped my friends and I from really latching onto the game like we did for 2 and 3. However, I could start to see the decline of the series in Reach. It really started to lose the magic of 2 and 3 with that release.The rise of Call of Duty/ Battlefield on consoles didn't help too much.

It's interesting though, I'm not sure if it was the similarity to past Halos that people were getting tired of that drove the playerbase down, or if it was the changes that were enacted. Back when Halo 2 and 3 were out, there weren't as many solid multiplayer experiences out, so maybe it wasn't so much that Halo was so amazing, maybe it was just that there wasn't much else good to play. By the time Reach came out, that had changed a lot.

We'll see if 343 can turn it around with Halo 5.

Great post. Personally, I see it as a conflation of a lot of issues. Firstly, 4 was probably the 'worst' Halo (although IMO it was still pretty good and I had a lot of fun with it).

More importantly for me is the place in the generation that it arrived. It went from being one of the FIRST console MP shooters to simply being another annualised series. The fervor had died by that point. A playerbase that at one point was only playing Halo was now playing many other games, both SP and MP.

For my own part, I enjoyed the MP for about 2 months before naturally moving on to other games and i think this is the same of the majority of players. Only the superduper hardcore would still be playing from launch 6 months later. And they had the dual threat of mechanics not to their liking, but also the fact that a lot of Halo fans had been playing the franchise for a decade. Ten years of playing very similar games repeatedly. I would not be surprised if the attrition was down in some part to the playerbase growing up and out of Halo. There's only so much of the same thing that most people can play.
 
I think the Convenant need to take a break for future games. For the first time I became bored of fighting them in Halo 4. The series badly needs an awesome new Alien alliance consisting of 5 new species that are actually fun to fight. The Prometheans were terrible as well and need to be redesigned or scrapped.
 
I don't get the hate for Halo 4's campaign, it's the best in the series by quite a margin for me. Faster, prettier and more varied.

Halo 3 multi is always king though.
It's way to linear. Weapons despawn after mere seconds. Not being able to backtrack for weapons. Story went for the Hollywood drama love story / big explosions, Micheal bay style. Prometheans were boring to fight and were very disappointing for me. I mean the Prometheans are the elite warriors of the Forerunners. Way are they such push-overs?! 343i should have made them mini bosses instead of regular enemies, at least with the knights.
 
It's way to linear. Weapons despawn after mere seconds. Not being able to backtrack for weapons. Story went for the Hollywood drama love story / big explosions, Micheal bay style. Prometheans were boring to fight and were very disappointing for me. I mean the Prometheans are the elite warriors of the Forerunners. Way are they such push-overs?! 343i should have made them mini bosses instead of regular enemies, at least with the knights.

I'll give you the despawning weapons, that was daft. But not only has the series always been pretty linear (with the exception of ODST which was a big change), but I'd take H4's narrower path over CE's making you backtrack for half a fucking game any day of the week.
 
I think the Convenant need to take a break for future games. For the first time I became bored of fighting them in Halo 4. The series badly needs an awesome new Alien alliance consisting of 5 new species that are actually fun to fight. The Prometheans were terrible as well and need to be redesigned or scrapped.
I anticipated them only around for a few levels, not half the game.

Turning Halo into a 3rd Person Shooter, being isolated in a uncharted mechanical planet and calling it "Forerunner" seems like a better fate now.
 
I think the Convenant need to take a break for future games. For the first time I became bored of fighting them in Halo 4. The series badly needs an awesome new Alien alliance consisting of 5 new species that are actually fun to fight. The Prometheans were terrible as well and need to be redesigned or scrapped.

I read this and started envisaging a Starcraft FPS....!
 
Apart from halo 4, the only reason that I stopping playing of the other halo games has always been lag. Shooting someone 8 times with the BR and then putting in a melee also and not taking them down played its toll too many times. If we got a new halo game that had multiplayer which is actually good and then coupled with dedicated servers, that would be a major win for me.

Why did other people stop playing the other previous games?
 
Your fault was using a precision weapon like the BR. Precisions weapons like the BR, DMR, and pistol are demonized in Halo. Use the AR and melee and you win the game.
 
Turning Halo into a 3rd Person Shooter, being isolated in a uncharted mechanical planet and calling it "Forerunner" seems like a better fate now.

FPS to TPS will see the game, good or bad, selling from >10M units to 5M units at best.

unless 343i aks PG* for an awesome Halo action game ;-)
 
I don't get the hate for Halo 4's campaign, it's the best in the series by quite a margin for me. Faster, prettier and more varied.

Halo 3 multi is always king though.

I expected them to do something exciting and different after Bungie wrote a blank check to go wild at the end of 3. Instead, it was merely a rehash of Covenant + UNSC, with some new alien creatures replacing the Flood. Bungie gave 343 a chance to reinvigorate the franchise and make it big again. Instead, they took the easy route, which will undoubtedly send the franchise to an early grave if it keeps going like this.
 
This.

There seems to be a real prevailing notion here that the only way to "save" Halo is going back to catering to "pro players" or whatever only, when in reality that little niche of players is a small fraction of the daily playerbase that they so desperately care about maintaining.
I kind of had to keep my composure after reading this and did not reply to it yesterday. It’s a new day, so hopefully I can put into words on why I feel that this assumption is, for the lack of a better word, terrible.

For me personally, Halo’s multiplayer is based around a couple of key principles. Those are: equal starts, static weapon/item placements (with respawn timers), grenades and complementary map design. Equal start means that every player starts with the same weapon and same grenades. The benefit of this is that no one player is overpowered or given a leg up. Static weapon spawns is for a power weapon (such as sniper, rocket launcher and so on) placements around a map, those respawn after a certain amount of time after the one lying around is picked up. Grenades are kind of the randomizer, you use them to get out of though spots. All those elements are layers of the game and create depth. With equal starts people are more invested in getting the weapons placed around the map, because they want to keep the other team from getting them. It also indirectly promotes map movement (“Who is getting the sniper? We will go get the rocket launcher.”) and team play (“Player x has the rocket launcher, he is camping in the x room!”). Often those elements influence the map design, because you have to take into account every possible scenario.

With Halo 4’s multiplayer much of those ideals are gone and replaced with a whole new set of principles. There is a loadout system which lets you customize which weapon you spawn with, not only that but you can chose which type of grenades you want and get extra help with the perk system. While playing the game you can earn ordnance drops in which you can call in certain weapons or items. Does that not sound like another popular game? Well, yeah. Chief argument for it is that it puts more power in the hand of the player. All good and all, with good intentions, but that breaks all balance because you have about a thousand possible variations. The clean, everybody is equal approach is much more inviting and practical. The ordnance system is kind of a replacement for static weapons spawn, the problem with it is it removes the element of urgency you had with it – no more effort to keep control of a certain part of a map or even outright confrontation trying to manically to pick up the power weapon first (and doing It again 3 to 4 times during one match). The worst effect these new principles have had on are the maps, they are now backdrops instead of being crucial to the game because well nothing promotes them to be explored or taken advantage of. You might have noticed a pattern there, nothing about this new philosophy is build around longevity – it’s built to make a good first impression and it really does, the shooting is great and feels overall well built. In this day of age, that is all that is needed for games, because people move on from game to game faster these days. I feel like that is a wrong way to approach a game, you should always strive to keep players engaged and coming back.

There has always been a certain learning curve to Halo and that can be intimidating for some people. There are multiple ways to combat this issue though; Halo 3 introduced social playlist where the player gets time to play with a lower pool of players just to get a feel for the game. This is an ideal way, because more experienced players are not handicapped. Halo 4’s approach to this problem is by making the whole game accessible from the start, but never really removes those training wheels. It would have been interesting if they started out “Cod lite” and gradually when the player ranks up the more intricate Halo elements are introduced. Again, another aspect that kind of highlights the short- term thinking instead of the long-term vision. There are so many interesting thing in the Halo design DNA that should be used, but are not even taken advantage of or just completely abandoned for no reason. Now look at some popular e-sports games, like Starcraft, League of Legends and Street Fighter, what do they all have in common? They respect their hardcore DNA and people flock over to play those games. It’s not just about respecting its core fundamentals, it also expects players to play it for a long time. You see this in for example adding ranking, spectator mode and such. Those games give a great, maybe a little intimidating, first impression but also, to hammer this point again, also are built to keep players engaged and entertained. “Pro-gamers” or regulars wanted this is not something that is selfish, they want the game to succeed and get a huge and diverse population for the right reasons – because in the end it benefits all parties. More options? More diversity? Why would anybody want to say no to that.
 
I kind of had to keep my composure after reading this and did not reply to it yesterday. It’s a new day, so hopefully I can put into words on why I feel that this assumption is, for the lack of a better word, terrible.

For me personally, Halo’s multiplayer is based around a couple of key principles. Those are: equal starts, static weapon/item placements (with respawn timers), grenades and complementary map design. Equal start means that every player starts with the same weapon and same grenades. The benefit of this is that no one player is overpowered or given a leg up. Static weapon spawns is for a power weapon (such as sniper, rocket launcher and so on) placements around a map, those respawn after a certain amount of time after the one lying around is picked up. Grenades are kind of the randomizer, you use them to get out of though spots. All those elements are layers of the game and create depth. With equal starts people are more invested in getting the weapons placed around the map, because they want to keep the other team from getting them. It also indirectly promotes map movement (“Who is getting the sniper? We will go get the rocket launcher.”) and team play (“Player x has the rocket launcher, he is camping in the x room!”). Often those elements influence the map design, because you have to take into account every possible scenario.

With Halo 4’s multiplayer much of those ideals are gone and replaced with a whole new set of principles. There is a loadout system which lets you customize which weapon you spawn with, not only that but you can chose which type of grenades you want and get extra help with the perk system. While playing the game you can earn ordnance drops in which you can call in certain weapons or items. Does that not sound like another popular game? Well, yeah. Chief argument for it is that it puts more power in the hand of the player. All good and all, with good intentions, but that breaks all balance because you have about a thousand possible variations. The clean, everybody is equal approach is much more inviting and practical. The ordnance system is kind of a replacement for static weapons spawn, the problem with it is it removes the element of urgency you had with it – no more effort to keep control of a certain part of a map or even outright confrontation trying to manically to pick up the power weapon first (and doing It again 3 to 4 times during one match). The worst effect these new principles have had on are the maps, they are now backdrops instead of being crucial to the game because well nothing promotes them to be explored or taken advantage of. You might have noticed a pattern there, nothing about this new philosophy is build around longevity – it’s built to make a good first impression and it really does, the shooting is great and feels overall well built. In this day of age, that is all that is needed for games, because people move on from game to game faster these days. I feel like that is a wrong way to approach a game, you should always strive to keep players engaged and coming back.

There has always been a certain learning curve to Halo and that can be intimidating for some people. There are multiple ways to combat this issue though; Halo 3 introduced social playlist where the player gets time to play with a lower pool of players just to get a feel for the game. This is an ideal way, because more experienced players are not handicapped. Halo 4’s approach to this problem is by making the whole game accessible from the start, but never really removes those training wheels. It would have been interesting if they started out “Cod lite” and gradually when the player ranks up the more intricate Halo elements are introduced. Again, another aspect that kind of highlights the short- term thinking instead of the long-term vision. There are so many interesting thing in the Halo design DNA that should be used, but are not even taken advantage of or just completely abandoned for no reason. Now look at some popular e-sports games, like Starcraft, League of Legends and Street Fighter, what do they all have in common? They respect their hardcore DNA and people flock over to play those games. It’s not just about respecting its core fundamentals, it also expects players to play it for a long time. You see this in for example adding ranking, spectator mode and such. Those games give a great, maybe a little intimidating, first impression but also, to hammer this point again, also are built to keep players engaged and entertained. “Pro-gamers” or regulars wanted this is not something that is selfish, they want the game to succeed and get a huge and diverse population for the right reasons – because in the end it benefits all parties. More options? More diversity? Why would anybody want to say no to that.
Excellent post!

I would also like to add that Halo 2 and to a similar extent Halo 3's ranking systems encouraged people to keep playing and by matching up with similar ranks your rank did reflect how good you were and was a visual representation of how much you have learned. So as people leveled up from 1-10 they got the basics down by then, 10-25 was usually advance skill and learning the maps, 25-35 was testing your skill and learning weapon times and 35-50 was to see how good you could get and perfect your skill and knowledge of the game.

Halo 4? lol Exp.
 
Excellent post!

I would also like to add that Halo 2 and to a similar extent Halo 3's ranking systems encouraged people to keep playing and by matching up with similar ranks your rank did reflect how good you were and was a visual representation of how much you have learned. So as people leveled up from 1-10 they got the basics down by then, 10-25 was usually advance skill and learning the maps, 25-35 was testing your skill and learning weapon times and 35-50 was to see how good you could get and perfect your skill and knowledge of the game.

Halo 4? lol Exp.
Thanks.

Yeah, fits in my larger "think long-term" point.
 
This thread should be required reading for 343. I think there's been more intelligent criticism of the game here than all of the HaloGAF threads that came out after Halo 4.

save us, Space-Detox Poncho!
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Your fault was using a precision weapon like the BR. Precisions weapons like the BR, DMR, and pistol are demonized in Halo. Use the AR and melee and you win the game.

Up until Halo 4 the AR was essentially useless and only used as a finisher. What the hell are you talking about ?
 
Up until Halo 4 the AR was essentially useless and only used as a finisher. What the hell are you talking about ?

I didn't know what he was talking about either, the BR was a staple weapon in halo and should have been the first thing any player with an ounce of skill switched too. Go play any game with BR's in halo 3 and that's what you will be shot with predominately, I've taken out plenty of people who are coming at me with an AR using well placed BR shots.

AR are okay as a secondary but only when you knock down shields first with a well timed grenade or melee.

I've been playing halo 2 since day one, have had an xbox live account for over 10 years and 20k+ competitve halo games under my belt. When you come across lag its pretty obvious and not down to play style.
 
I haven't played the game so I don't have an opinion about it but I wanted to say that was a great read. Excellent analysis, cool graphs and well-organized.

* Roughly a year after release, Halo 3 had a 1.1 million peak population day. Reach had a 900,000 peak population day after the same amount of time. Halo 4 clocks in at 20,000 peak for it's annual checkup.
P.S. This stat made me wtf in real life.
 
* Roughly a year after release, Halo 3 had a 1.1 million peak population day. Reach had a 900,000 peak population day after the same amount of time. Halo 4 clocks in at 20,000 peak for it's annual checkup.

I don't think this is accurate for peak. Maybe Reach had 900k UU's per 24 hours, but peak population? Those are Call of Duty numbers.

110k - 130k peak was where Reach stabilized for most of 2011 from what I remember. Sources are lost in the internet somewhere. At any given time I remember 10k-15k in Team Slayer, 9k -12k in Living Dead, 8k in BTB, and 3-5k in Invasion. There weren't enough playlists or players to get anywhere close to 900k at a time.

Not that the exact numbers make much difference. As long as it's understood that Halo 3 lasted 3 years, Reach lasted 2 years, and Halo 4 didn't manage 1, we're all on the same page.
 
Excellent post!

I would also like to add that Halo 2 and to a similar extent Halo 3's ranking systems encouraged people to keep playing and by matching up with similar ranks your rank did reflect how good you were and was a visual representation of how much you have learned. So as people leveled up from 1-10 they got the basics down by then, 10-25 was usually advance skill and learning the maps, 25-35 was testing your skill and learning weapon times and 35-50 was to see how good you could get and perfect your skill and knowledge of the game.

Halo 4? lol Exp.

Personally I hated the H2/3 skill number. As a lone player, I'd often feel like I'd wasted my time if I lost a game. And then even if I was the best player on my shitty random team, I could still lose a skill point. 5 years later, the idea of losing rank in an MP game is anathema. It demoralized me and stopped me from playing public games so much.

You may well lol @ exp but at least H4 didn't feel so annoying to play from that perspective. Weapons/maps/shooting speeds, I'm sure the Halo community has a lot to say about this, but when folks talk about the best addition to the series in such negative ways it makes me not trust their other opinions so much.
 
Personally I hated the H2/3 skill number. As a lone player, I'd often feel like I'd wasted my time if I lost a game. And then even if I was the best player on my shitty random team, I could still lose a skill point. 5 years later, the idea of losing rank in an MP game is anathema. It demoralized me and stopped me from playing public games so much.

You may well lol @ exp but at least H4 didn't feel so annoying to play from that perspective. Weapons/maps/shooting speeds, I'm sure the Halo community has a lot to say about this, but when folks talk about the best addition to the series in such negative ways it makes me not trust their other opinions so much.

then play social slayer.
 
Halo 3 is my favorite game of all time I played it non stop for years. Reach was meh compared to three but was still fun to play and played it until 4 came out. Got 4 played it two weeks and have not touched it since. Will most likely never buy another halo. It just wasn't fun at all I was bored playing it. I've never been a COD fan and when they added game play like that of COD it just ruined it for me.
 
then play social slayer.

No.

dammit, top of the page, I'll expand. No, I should not have to play a gimped unranked mode. Ranked is great since you get equivalent skills playing together. But it's not good when you lose rank because of the randomness of quitters and terrible players. So IMO, the thing that H4 got right was the feeling of progression and unlocking things and the feel that each game mattered towards your progression no matter the outcome.
 
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