A discussion on Infinite's design principles

Based off of what little we’ve seen and heard regarding Halo Infinite, it seems reasonable to assume that 343i have switched gears and committed to a more classical style of design -at least in the aesthetic department. I’m wondering how much of that is going to translate into overall game design and how far 343 plans to lean into that principle.

I’m interested in how much 343 are willing to risk in terms of new content and mechanics as well. If we end up getting a game that feels bare-bones and stripped of gameplay features, some could rightfully feel cheated while, on the other hand, if they decide to add a plethora of new mechanics it could end up feeling over-saturated and unnecessary, perhaps even game-braking. I am of the opinion that less is more when it comes to most things, especially games. If a game has only a small handful of features but all of those features are well polished, concise, fun and feel at home then that is a game that is, as far as I’m concerned, high quality. It would have to be, since the developers have less features to focus on balancing and fine-tuning.

Both sides of this coin appear to be risky at this point, since the Halo community is split right down the middle in terms of what they prefer/expect to see. On one hand there are those who have been begging for a return to classic Halo design principles while others go as far as to ask for a Battle Royale mode. I’m not sure whether it’s worth 343’s time to invest in both departments and try to please both sides of the aisle. That seems to me like a fools errand, and I doubt the devs would be willing to go through something like that -trying to appease every corner of the community. It’s inevitable then that one side of the community is going to end up being thrown under the bus but, the question is then, what are 343i willing to do to mitigate that?

I suspect they may have to put all of their focus on making the game THAT much more polished that even those who have concerns or grievances regarding certain features or design styles will have to cave and admit that the game is just that good. If I was a game director at 343i, I would start by choosing a handful of things I’d want the team to focus on and then make sure that every one of those things are executed as well as humanly possible -that feels like common sense to me. Piling on features on top of features for their own sake would be a waste of time and would ultimately be to the game’s detriment.

All that said, which features feel as if they aren’t necessary in any of the mainline Halo games? For me personally, I’d have a hard time thinking of any features present in the original trilogy that feel out of place or tacked on. The earliest game I can think of that features mechanics that feel unnecessary is Halo Reach, namely referring to spartan abilities such as sprint or what have you. Judging by a recent forum post, the community is heavily divided on the sprint issue and I simply don’t understand why. I don’t believe that realism or speed have anything to do with it, those excuses seem outlandish to me. And weighing the pros and cons introduced into the game by the inclusion of sprint and other movement mechanics points to the fact that their inclusion makes the game worse overall and diminishes the role of vehicles.

Regardless, if there is room for new features in Infinite, what would those be and how would they affect gameplay? I’m not only talking about what the player character can do, but also things like map and environment design, enemy AI and variety, weapon variety, vehicle variety, multiplayer modes, etc. Specifically, if we’re focusing on building a Halo game that feels like classic Halo games, what can we add to/remove from it that wouldn’t muddy the soul of what Halo is?

For me, I don’t know if it was the armor abilities in reach as much as how attached to the player they were via the “load out” system. I think it’d be cool to have those abilities present as limited use pickups, similar to Halo 3’s equipment.

> 2533274964025169;2:
> For me, I don’t know if it was the armor abilities in reach as much as how attached to the player they were via the “load out” system. I think it’d be cool to have those abilities present as limited use pickups, similar to Halo 3’s equipment.

I agree. Abilities would make a lot more sense if they were scattered about the map and single use. You would have to get really intimate with the maps to know where all the abilities are and, if you die before you use an ability, you drop it and another player can pick it up. The bubble shield is a great example. Deflects all incoming damage and grenades but it lasts a short time and maybe the trade-off can be that it’s difficult to see through. I wouldn’t even be against jet packs if they were done in the same way -except they would spawn only in maps made to accommodate them. Maybe the trade-off for the jet pack could be that other players can shoot it and cause it to explode while you’re flying. This wouldn’t be an instakill though, but it would deal some damage. Perhaps it sets off an AOE blast that can hurt other nearby players etc etc

I personally prefer when all players start off equal, so there is an element of fighting over equipment and knowing where things are instead of loadouts. Scattered equipment would also work well with large 50-100 player maps, which I hope they do. People have talked about adding battle royale to Halo but, in all honesty, they don’t need to if they simply use existing classic game design to make something that resembles battle royale but is still true to what Halo is, know what I mean?

I think infinite is going to be a “greatest hits” where we get the best of the best moments from all the previous Halo’s as the inspiration for level design and gameplay.

I personally hope they use things like The Battle of the Two Betrayals (the big one at the end) and the grav lift battle on Truth and Reconciliation (outside and inside) as inspiration for encounters. These battles and their lead up are just two examples from one game.

I also think we’re going to see them deliver a full Halo feature set with the quality bumped up to 11 across the board. I anticipate theater, forge, firefight, campaign/coop, (maybe spartan ops even) arena, social, and warzone, as well as ar least one entirely new major feature, to all be there at launch. And not just “be there”, but be there with high quality studio created maps and experiences, with community forge maps as entirely supplemental to a full product line. I think we’ll see every gripe that the community had with H5 corrected.

The only thing I’m worried about is the high level campaign producer positions that were vacated and replaced during the games development having a negative impact on the story. I don’t think it could be much worse than the story of games like Destiny and Titanfall though (never played Titanfall 2).

. I’m especially excited after hearing that a developer who has been working on the team state that they believe Slipspace is the most capable AAA engine on the planet (go search through the last couple Podcast Unlocked episodes, it’s discussed there).

I know it’s probably unrealistic of me. But this seems like 343 is taking the Rockstar approach, where they took their sweet time, and poured a ton of resources into it (rumor ~$500 million), to make sure they’re delivering the best product. I wouldn’t put a ton of credence into the money alone if it weren’t also coupled with the 5(+?) year development cycle.

Sorry for the rant…

Tldr: Honestly, I am expecting Infinite to launch with one of the most robust AAA gaming experiences of my lifetime from everything I’ve heard.

As far as Campaign goes I want to see a few things:

1.Classic Art Design (including Music)

2.Classic transitions between levels

I’ve seen a lot of speculation regarding open world gameplay. If we do in fact get an open world, I don’t want to be forced to travel between missions. For example say at the end of a mission Chief jumps into a Pelican. I don’t want to be forced to fly the Pelican to the location of the next mission just because it’s now an open world. I at least want the option to watch two cutscenes and resume the campaign the same way we always have.

  1. Intelligent AI.

  2. I want to play entirely as one character (or have the option to do so). I don’t really like flipping back and forth between two points of view. For me it ruins the immersion a bit, and was my least favorite thing about H2’s and H5’s campaigns. If we do get a split campaign, I’d like to be able to go back and play each character independently and have their set of missions run seamlessly from one into the next without any gaps.

> 2614366390849210;4:
> I think infinite is going to be a “greatest hits” where we get the best of the best moments from all the previous Halo’s as the inspiration for level design and gameplay.
>
> I personally hope they use things like The Battle of the Two Betrayals (the big one at the end) and the grav lift battle on Truth and Reconciliation (outside and inside) as inspiration for encounters. These battles and their lead up are just two examples from one game.
>
> I also think we’re going to see them deliver a full Halo feature set with the quality bumped up to 11 across the board. I anticipate theater, forge, firefight, campaign/coop, (maybe spartan ops even) arena, social, and warzone, as well as ar least one entirely new major feature, to all be there at launch. And not just “be there”, but be there with high quality studio created maps and experiences, with community forge maps as entirely supplemental to a full product line. I think we’ll see every gripe that the community had with H5 corrected.
>
> The only thing I’m worried about is the high level campaign producer positions that were vacated and replaced during the games development having a negative impact on the story. I don’t think it could be much worse than the story of games like Destiny and Titanfall though (never played Titanfall 2).
>
> . I’m especially excited after hearing that a developer who has been working on the team state that they believe Slipspace is the most capable AAA engine on the planet (go search through the last couple Podcast Unlocked episodes, it’s discussed there).
>
> I know it’s probably unrealistic of me. But this seems like 343 is taking the Rockstar approach, where they took their sweet time, and poured a ton of resources into it (rumor ~$500 million), to make sure they’re delivering the best product. I wouldn’t put a ton of credence into the money alone if it weren’t also coupled with the 5(+?) year development cycle.
>
> Sorry for the rant…
>
> Tldr: Honestly, I am expecting Infinite to launch with one of the most robust AAA gaming experiences of my lifetime from everything I’ve heard.

I hope you’re right. The one thing I’m most concerned about personally is the narrative side because that’s kinda my thing along with overall feel and atmosphere. Aesthetically and musically speaking, I’m impressed with what I’ve seen so far and the Discover Hope trailer does indeed give me hope for the story (we know it to be the intro cutscene of the game). That pilot got more characterization in that trailer than the entirety of Halo 5, and the Chief actually behaves like the Chief.

Regardless, I’m not one of those people that thinks throwing money at a problem will solve it. The things a game needs more than anything to be successful are clear vision, strong direction and good leadership. Those are the determining factors IMO. No amount of money and raw resources can save a product that is put together haphazardly.

> 2533274833164531;5:
> As far as Campaign goes I want to see a few things:
>
> 1.Classic Art Design (including Music)
>
> 2.Classic transitions between levels
>
> I’ve seen a lot of speculation regarding open world gameplay. If we do in fact get an open world, I don’t want to be forced to travel between missions. For example say at the end of a mission Chief jumps into a Pelican. I don’t want to be forced to fly the Pelican to the location of the next mission just because it’s now an open world. I at least want the option to watch two cutscenes and resume the campaign the same way we always have.
>
> 3. Intelligent AI.
>
> 4. I want to play entirely as one character (or have the option to do so). I don’t really like flipping back and forth between two points of view. For me it ruins the immersion a bit, and was my least favorite thing about H2’s and H5’s campaigns. If we do get a split campaign, I’d like to be able to go back and play each character independently and have their set of missions run seamlessly from one into the next without any gaps.

1: We seem to have gotten that at least.

2: The way I would prefer it would be if the level design took cues from CE. It would be cool if, for example, each level was a semi open world map ala Silent Cartographer, that would open up more as you progress, with a cutscene transition into the next level like classic Halos.

3: Speaking of AI, I want it to be clear what “intelligent AI” really means. There is no point in coding AI that has an answer to every situation in a game, that would be ludicrous. Rather, each individual enemy type should be deliberately designed to challenge the player in a unique way. For this to work, each type would have to have unique behavioral characteristics that force the player to behave a certain way or employ certain strategies. Let’s take grunts as an example. They are fodder enemies, so they can’t do much on their own, but they spawn in plentiful numbers and serve as a distraction from the real threats, giving them an opening. Grunts fill up the play space and ensure a constant barrage of light damage unless dealt with. They also create the risk of stray grenades flying all over the place. They can be easily disposed of in bulk with grenades or rifles. Then we have jackals which come in two forms: shield and sniper. Shield jackals do a good job of putting up a front and diverting player attention. They would be best disposed of by getting in close for a melee or by a well-placed shot into their shooting hand or foot, which staggers them, giving the player an opening. Sniper jackals would be placed far from or above the battlefield, making them difficult to reach without long range weapons. Keeping them alive during a fight would be risky since their shots deal so much damage. Luckily, the glow from their laser gun makes it easy to pinpoint their location. Finally, the elites pose as the main threat (at least in this example). They move fast, deal good, consistent damage and take a lot to bring down. They are the “smartest” of the bunch with the most versatile tool set, being capable of side-stepping or rolling to avoid damage, getting in close for a melee strike, taking cover or lobbing grenades -the closest thing to your equal in combat.

Moral of the story: Each AI or enemy type should fill a specific role in combat, and these roles should play off of each other in a way that makes for engaging and fun combat scenarios. The original trilogy already had this, the latter games significantly less so. It eventually wound up to adding new enemy types for their own sake, their roles never really being considered.

4: They said that Infinite will “focus on the Chief”, so it’s likely we’ll be playing as him exclusively. If not, I agree with you that the other character’s campaign should be kept separate. I wouldn’t even mind some campaign DLC tbh, maybe a story about the arbiter or Locke? Gives a good chance to flesh out these characters some more without interfering with Chief’s story.