And the campaign most likely didn’t even come close to 8.5mil copies sold my man. Apparently there’s less than 100k players on currently across both PC and Xbox. At best this game only sold 120k copies based on player counts from launch, at worst only a fraction of that.
In all honesty as time goes on and player counts are revealed and publicized I just don’t buy the “copies sold” statements anymore. It’s a braggadocios claim meant to drum up bravado and acclaim for shareholders rather than make specific statements that tell a different truth.
There’s barely 11mil players active in the top 10 most played games currently my guy. If you don’t trust 3rd party population sites, then just look at Steam’s publicly available stats, there’s not even 5mil active players on that platform, and it’s the most popular PC storefront which regularly publishes its data.
Greed may have something to do with overall sales, but campaign sales alone would never cover that cost even if the first day beta population (peak population numbers so far) all purchased the campaign.
Reach kept me playing too, but it wasn’t the grind that kept me playing. 07/07/2011 I maxed out my 200k credits at 2:26am and continued to play the for the next 21 hours and 34 minutes earning nothing. After that I realized the credit grind wasn’t worth the effort, but the game was still fun. When I put the grind to the side, I had so much more fun with it.
Some players embraced the grind, but as I pointed out it wasn’t a well made system by any stretch with caps and limitations as well as steadily elongated progression stretches as you did continue playing.
Besides showing off unlocks, you could only equip so much at once. There are some armor choices you never saw, others you saw too much of. I think it was less about what was unlocked overall and just what players wanted to equip or didn’t want to equip.
I haven’t played campaign (because I didn’t purchase the campaign) so I have nothing to go off of here.
I wouldn’t say Infinite holds your hand though, at least in relation to the unlock system (that I assumed we were talking about). I’d say it was pretty grindy, and less so but pretty grindy still.
Could you explain this further?
There wasn’t any challenge to unlocking anything in Reach either, just time. There hasn’t been any challenge to unlocking anything since Halo 3.
You can customize with them though, I’m a bit confused by your statements if I’m being honest.
In all honesty, I don’t see how this justifies your appreciation for Reach’s progression system when everyone follows the exact same progression path with identical unlocks too. Reach was incredibly linear even with the perception of choice.