Campaign length and mission objectives

Most important for me is a campaign I cannot beat in one sitting. But I get that it takes time to create campaign missions. So here’s an idea… Adding multiple objectives to missions. Some that are optional but gives added bonuses for completion and add length/depth to the campaign.

For example… Your on a mission to steal info from a Covenant carrier and along to way you have the option to sabotage it’s compliment of fighters. Doing so will result in having to face fewer fighters in a later mission during a space combat sequence. Another maybe rescue a high ranking ONI operative being held on the carrier that will give you Intel that will unlock a secret mission or give you some more in depth info on important characters etc.

Side Missions

“Chief we have to stop the Didact from destroying Earth!..but first let’s Mongoose-race these Elites around this motocross track.”

But in all seriousness, Halo would either have to go completely open world or side missions would have to be handled very carefully to prevent Campaign sections from being either too hard because you didn’t complete the optional objective or too easy because you did.

Side missions would be enjoyable (I really like games where you can chase down every loose end, and even after the 30th replay, you still can be finding yet another little detail). However, Halo doesn’t really lend itself to that (easily).

I’d prefer Spartan Ops (if it exists), to include a collection of what might have been considered side missions (to the main campaign), as well as historical missions, etcetera.

On the assumption we are playing as two characters (like Halo 2), it would be interesting to do the mission the other person did (so in a very small example, being the covenant force taking one of the three towers in Halo 3, just before you go through the portal).

I can see the mission briefing unfolding like this: you (whichever playable character you are) are to blow up the generator. The other guy is disable the fighters. At the end of the mission, you get an opportunity (via Spartan Ops) to play through disabling the fighters.

The other option with side missions is that completing them doesn’t directly affect gameplay (as in making later missions easier / harder), but will influence which characters are performing the briefing / in communication with you (you don’t do side mission X, so person Y is no longer available to perform this briefing).

To make it really interesting, I’d like the side missions to unlock access to characters of note - Blue Team, or ex Gamma Company, or even ODSTs like Buck. As in the various side missions relate to these characters.

Should not return, at all:

  • Escort (Captain Keyes, Buck on New Alexandria, Oliphant)
  • destroy multiple targets in a single area (Maw engines, Cortana reactors, Reclaimer generators)

Improvable/acceptable:

[/li]- Defend (on Exodus, Long Night of Solace, Midnight)

  • Boss battles (Sesa, Regret, Tartarus)
  • Vehicle “runs” (on Maw, Halo, Forerunner, Midnight)
  • destroy multiple targets throughout a level (Two Betrayals pulse generators, New Alexandria, Forerunner pylons)

Should be less frequent:

[/li]- Wave fights

  • “Autoscrollers” (Oracle elevator, Qurantine Zone gondola, Great Journey Scarab)

Although I like the idea of ‘side missions’ the only way I see them working is to have them completely optional and not frequently (if much, or all) mentioned while in the mission it’s linked to.

> <mark>Most important for me is a campaign I cannot beat in one sitting.</mark> But I get that it takes time to create campaign missions. So here’s an idea… Adding multiple objectives to missions. Some that are optional but gives added bonuses for completion and add length/depth to the campaign.
>
> For example… Your on a mission to steal info from a Covenant carrier and along to way you have the option to sabotage it’s compliment of fighters. Doing so will result in having to face fewer fighters in a later mission during a space combat sequence. Another maybe rescue a high ranking ONI operative being held on the carrier that will give you Intel that will unlock a secret mission or give you some more in depth info on important characters etc.

Was that the case for Halo 4?

I want missions that advance the plot. No more of this contrived “you need to destroy four generators!” BS taking up all the campaign time.

> Was that the case for Halo 4?

Well not because I couldn’t, just never had enough time to sit a whole play through. In practical terms a campaign that’s longer than 4 hours.

> I want missions that advance the plot. No more of this contrived “you need to destroy four generators!” BS taking up all the campaign time.

I agree with this. Halo 4 had sections that just seemed repetitive almost for the sake of Bloat. IE the two platforms to get to the didact on midnight. What I am suggesting is thing that will not only add length OPTIONALLY to a mission but also add depth and variety/variation to campaign missions.

Here’s a few things I think 343 needs to implement in order to topple Halo 2 as king of campaigns.

> 15 campaign missions (minimum, no prologues/epilogues to fluff the list)
> Bossfights (just look at the Metroid Prime Trilogy for good design tips)
> Space combat (this was just simply awesome in Reach)
> Playing as more than one character (I love you Chief, but where’s my Arby?)
> Campaign missions that actually have an impact on the plot, no “press this button, kill this group of Covies, destroy these three generators”. Halo 4 had a lot of that crap.
> A story that doesn’t require you to refer to external media for what the hell is going on (I’m looking at you Halo 4)
> COMEDY. Jesus Christ why is this so hard to understand? I’m talking about easter eggs, funny Covie/Marine dialogue, funny scenes like urinating Brutes and dancing Grunts, glorious one-liners and -Yoink!- quotes, etc. Be cheesy. This is a video game, not a soap opera.
> -Yoink!- armor designs. The Covenant Remnant looked like dorky, redneck aliens that just got up out of bed. The Spartan-IV armor makes everyone look like Power Rangers. Get some decent art direction please.
> Try to be innovative. CE was the first. 2 had two characters, dual-weilding, Scarabs, Brutes, Skirmishers, and bunch of other crap I’m too lazy to mention. 3 didn’t have much, it was basically Halo 2.5, which was fine because it concluded the story. ODST had VISR mode, silenced weapons, and was the only Halo to have an open world level system. Reach had AA’s, animated assassinations, civilian vehicles, branching level structures (New Alexandria), and space combat. 4 had robots and Call of Duty. As you can see, Halo 3 is where Bungie got pretty stale on the list of ideas and ever since then it has been a steady decline.

> Was that the case for Halo 4?

It’s been the case for every Halo since 3, except for Wars. CE takes me about a full night to stomp through on Normal, 2 on Normal takes about a day and a half unless I use speedrunning tactics, 3 takes me a couple of hours, ODST takes less than three, Reach takes as much as 3, and Halo 4 takes as much as ODST since it only has eight missions.