I’m a casual gamer who only really plays one game, and Halo has always been it. I don’t have time to invest in other games, but since my first couple of days with Halo 4 I’ve noticed I don’t have my gaming sessions nearly as often as I did with Reach or Halo 3. I’m not boycotting the game or being dramatic, I just genuinely have little desire to play Halo 4. This led me to try and pin down why. I’ve read the grievance/missing features posts, but I wanted to address this as simply as possible on a non-technical level. After much though, I think I’ve come to the answer:
I don’t usually have three or more friends online to play with, and if I do, one or more of them usually has a high K/D spread.
To explain why that situation results in a general lack of Halo 4 playing enthusiasm, I’ve provided a basic two-point explanation below.
- Playlists
Every playlist in Halo 4 is designed for 4+ players except for two. In fact, the only options you have as a single player are Regicide (modified Juggernaut) or Flood (Zombies). There is no slayer and/or objective game type for single players. Now you may ask, “why not just play Regicide?” I played a Regicide game with a +8 K/D and was the king for over 4min. I came in 4th place, losing to three people who had less than 1min of king time and held negative K/D spreads. The scoring system in Regicide is fine for those who want to play a casual Juggernaut game, but you actually get REWARDED for dying (since dying actually allows you to kill the king again). If you dominate a game, there is no reason you should lose. Slayer is the baseline for Halo and I don’t understand why it isn’t represented for those who just want to play the game and be rewarded for playing it well. If I have less than four people and want to play slayer, I am forced to play with 1-3 random people, which makes my experience based entirely on chance. Will I get three decent teammates, or will I get a guy who throws grenades at me with two AFK guests? If I’m going to lose, I’d at least like the option of losing in a fair fight.
- Matchmaking Algorithm & Mid-Game Joining
I no longer play with my friends who have 3.0 K/D spreads, because if I do, I end up playing teams of people with 3.0+ K/Ds and get absolutely destroyed. Honestly that’s sad, and it needs to be addressed. It’s gotten to the point where I won’t play with good friends of mine anymore because of this issue, and I’ve had to send more than one Xbox Live message to an online friend explaining why I keep declining their requests. It’s just not fun to go -10 every game, and it’s not fun to have a teammate going -10 every game. Further, the addition of the mid-game join system has ruined many games for me. If my team dominates another into quitting, they are now replaced by better players and in many cases the tide can turn mid-game because you’re now playing an entirely new team. There’s no longer any real penalty for quitters, and there’s no reward whatsoever for people like me who haven’t voluntarily quit a game since Halo 2.
- Solution
Solving the first part of this problem is fairly simple. There are three basic and essential Halo playlists that are conspicuously absent from Halo 4 that would enable people like me to enjoy this game:
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FFA Slayer (or even a FFA Slayer/Objective mix, let us vote for Regicide if we want it)
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Double Team
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Multi Team
I just can’t imagine that the revenue from this game is such that 343 can’t afford to leave more than 8 gametypes up at a time. The player matching issue is more complicated, but Bungie’s simple solution was not to embrace a one size fits all approach to gametypes. If you wanted to play a ranked game, you’d play in a ranked playlist. There were always multiple playlists for basic games like 4v4 slayer, one being competitive and one being social. Halo 4 was clearly and intentionally designed for the unskilled masses, with gametypes like Regicide that offset a player’s lack of skill by rewarding players for dying. Using an invisible (or soon-to-be-visible) trueskill rating to match players in every playlist is defeating the “fun for everyone” goal by not letting people of different skill levels play together and still have fun.