Halo: Reach Forum
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  • Subject: Halo: Reach - Gameplay Wise
Subject: Halo: Reach - Gameplay Wise

HBW Knuckles aka Hyrage aka Khris

After all those years, I'm bored with the linear gameplay offered by Halo. I find the Halo gameplay to be interesting in concept, but once applied in-game becomes very restrictive compared to many other great shooter games and I would love to play a Halo game that offers a better quality, because the Halo Universe just is worth it.

Bungie said many times (mostly in the Halo 3 videos, interviews, making of, etc.) that Halo is all about the "Golden Three Things"; Melee + Grenade + Shoot.

I definitely agree, we can shoot, melee and grenade, but the way it is applied in game doesn't reflect that sentence: Melee + Grenade + Shoot. It would be better expressed as (Grenade or Melee) and then Shoot-headshot = Kill. For sure, we can empty a whole Assault Rifle clip in a guy, but that isn't the optimized way to formulate the equation. To me, that gameplay feels strongly linear, but there are two other major factors. The Energy Shield covers the whole body and wherever we decide to shoot at won't generate more or less damage, unless the Energy Shield is down... what would allow us to finally perform a Headshot. The problem would be; when two players face each others, whatever their aiming skills are it won't make a difference until the Energy Shield is down. If you could lower the Energy Shield faster by performing Headshots, we could see a clear separation between a less advanced player or a more advanced player and could also generate a better Matchmaking Ranking. That kind of Health System (Halo 3) also defines the role of the weapons. Actually (without considering the MLG gametype), Halo 3 is similar to a Class Based FPS game in which one Character Class counters another Character Class in a specific situation. In other terms, if a player with a Battle Rifle faces a Shotgun on a wallcorner in Halo 3, he would automatically die, because wherever he shoots (even by performing a Headshot) it won't change anything in a fair situation (what I think in a Class Based situation, isn't so fair). Because of that Health System, the individual skills are more or less removed and makes the game less challenging, because it is more about the situation than the skills. However, in a more expanded FPS game, both sides (skills and situations) would be fully available and fun to play.

Stolen Kills are very frequent in Halo 3 for the two following reason: the actual Health System and the Statistics available at the end of a match defining the victory conditions. In other terms, defined by the game... a greater player must do more kills. In order to do that, a player should wait that his opponent got his energy shield down to headshot him and get the kill. In FFA, the best strategy is to wait until you spot a few opponents fighting against each others, wait they are no shield and then finish them up. It just doesn't work.

I don't define Halo by the Halo 2 and 3 gameplay (destroy the energy shield and then headshot), but I do define Halo by its huge universe and I would like to see Halo: Reach to a higher level of gameplay quality. There are many new comers on the 360, in fact we stepped tremendously to approximately more than 20 millions of XBL users. A lot of these new users, probably know Halo 2 ans Halo 3 as their first "real" FPS and do not necessarily judge Halo properly, due to their limited experience. Halo 3 actually plays like a very casual oriented game. In fact, a lot of game developers are making more casual oriented games by altering the Game Mechanics, trying to make the game easier or more appealing. However, what makes a game more fun, easier and appealing is the love for it and the practice we put in it. Marios Bros, Tetris, Guitar Hero, etc aren't Casual or Hardcore games, they are all both, because they are well designed. The "casual and hardcore gamers" are a Myth intended to separated one single and same public target. In other terms, "hardcore" games are real fun games and "casual" elements are messing up the fun formula.

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I know Bungie loves the number 7 so here is a magic formula to make fun experiences! A formula that generates a structure well hidden behind all experiences, a structure of wisdom.

1. Fun Concept - Main Idea (not yet perceptible)

2. Fun Percetible Elements - 6 senses - Visuals, Sounds, Controller, etc. (not yet interactive)

3. Fun Mechanism - Gameplays (not yet felt)

4. Fun Feelings (experience not yet finished)

5. Fun Result - quick result like Score, Headshots, Collectibles (not yet over)

6. Fun Duration (not yet realized)

7. Fun Realization - the real Reward and registration into memory - DNA

There is no auto-aim in this, because the controls (Mechanism) should feel right without it. Aiming someone is fun, but aiming the head is always funnier even for a melee attack. The quality behind each 7 steps increase the fun factor of the whole experience. If the Structure is well done, the Engagement will manifest keeping the player in a dream-like state. The 7 Principles of Engagement...

With all my love for Halo,
Hyrage

[Edited on 09.29.2009 4:42 AM PDT]

  • 09.28.2009 8:16 AM PDT