NullPointer
Member
Amen to this. They need to push the genre itself forward and redefine multiplayer. That means avoiding recreating previous Halos and not appearing to ape COD. 343 needs to put more faith in the player to learn new things, or take the time to train them on what they need to know before being thrown into versus.These arent the Halo 2 days where its number 1 for years on end. Thats Cods spot right now. Will Halo ever be number 1 again? Doubtful without something drastic, its a different time now for games. Halo dominated at a time where there were little to no games that could compete because Halo was the innovator. For Halo 5 343 need to just go balls to the wall and do something radical. Catering to the overall shooter market (Perks, AAs etc) didnt work too well. Lets be honest here, it didnt. The Cod fans still play cod, imitating some of their features (Which have now become shooter mainstays, in the same way Halos online systems did) didnt attract masses of new players.
Innovations will though, just like they did before and always will. Innovation isnt about being the first, but being the best at doing something. For Halo 5, we need to see something big. Similar to Halo 2s lobby and party system. It wasnt entirely new, but it was the best system consoles ever seen. Cod 4s perk system wasnt something new, but they did it the better than anyone else at the time.
I hope 343 doesnt play it safe again in Halo 5. We need some innovation. I believe the 343 team is capable of this. They have the resources. They obviously played it a little safer with their first game and thats okay. Now they have their footing they need to kick it up a notch.
TLR = Halo needs to innovate the shooter market instead of playing catchup.
Thats honestly the biggest takeaway I see from Halo 4 and other games worried about bringing in a new and wider audience. You need to train the players. Throwing players into unranked matches does NOT count as training. I'm talking practice modes (you can even tie this into the fiction) that goes into level control, or other basic and high level concepts. If you train them, you don't need to make game systems so immediate at the expense of long term depth.