Concerning Sidequests

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> > 2592250499819446;10:
> > You can’t have it all ways. You’re actually the one being selfish. I gave a good idea for both RPG players and traditional Halo fans to have their own Halo game. You don’t like RPG and you don’t want others to have a Halo RPG either, or so it seems by your reply.
>
> Ok, so I’m being selfish for expecting an FPS series thas has always been an FPS and I enjoy for being a damn good FPS to keep being an FPS. Every game has to become an RPG. You know what? RPGs are the Flood of modern videogames.

Halo moved away from being an FPS only franchise a long time ago. Halo Wars 1 and 2 are RTS, Halo Spartan Assault and Spartan Strike are top down TSS (Twin Stick Shooters). We now have a semi open world shooter with RPG elements. There are some excellent RPG games like The Witcher, Mass Effect, Cyberpunk and others.

I agree that Halo should have strictly FPS only games, and I suggested that in my first post where I said it would be better for the games to keep their identity, so that they’re not hybrid FPS / RPG. I clearly stated it was my opinion that most Halo players play Halo because it’s a shooter and NOT an RPG. It would be better to have separate games imo.

> 2592250499819446;13:
> Halo moved away from being an FPS only franchise a long time ago. Halo Wars 1 and 2 are RTS, Halo Spartan Assault and Spartan Strike are top down TSS (Twin Stick Shooters). We now have a semi open world shooter with RPG elements. There are some excellent RPG games like The Witcher, Mass Effect, Cyberpunk and others.
>
> I agree that Halo should have strictly FPS only games, and I suggested that in my first post where I said it would be better for the games to keep their identity, so that they’re not hybrid FPS / RPG. I clearly stated it was my opinion that most Halo players play Halo because it’s a shooter and NOT an RPG. It would be better to have separate games imo.

Ok, I apologize because I believe I misunderstood you. You’re talking about a Halo spin-off in the RPG genre, not that Halo Infinite should veer heavily towards becoming more RPG-like. In that case I’m okay with that. As long as someone else develops the spin-off, like Obsidian, since RPGs require a lot of time to develop and keeping 343’s hands full with that would mean less core Halo games for quite a while.

> 2533274938827434;14:
> > 2592250499819446;13:
> > Halo moved away from being an FPS only franchise a long time ago. Halo Wars 1 and 2 are RTS, Halo Spartan Assault and Spartan Strike are top down TSS (Twin Stick Shooters). We now have a semi open world shooter with RPG elements. There are some excellent RPG games like The Witcher, Mass Effect, Cyberpunk and others.
> >
> > I agree that Halo should have strictly FPS only games, and I suggested that in my first post where I said it would be better for the games to keep their identity, so that they’re not hybrid FPS / RPG. I clearly stated it was my opinion that most Halo players play Halo because it’s a shooter and NOT an RPG. It would be better to have separate games imo.
>
> Ok, I apologize because I believe I misunderstood you. You’re talking about a Halo spin-off in the RPG genre, not that Halo Infinite should veer heavily towards becoming more RPG-like. In that case I’m okay with that. As long as someone else develops the spin-off, like Obsidian, since RPGs require a lot of time to develop and keeping 343’s hands full with that would mean less core Halo games for quite a while.

Yes that’s what I mean, keep the FPS a true FPS for fans that want that, and create RPG, RTS etc for fans that want those games. Apology accepted.

Yes I’d love sidequests. Even if they do get repetitive. As long as they’re fun I’m down.

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> > > In a recent post that included a statement from Joe Staten, he mentioned that the campaign world would be filled with things to do and explore (rescue marines, follow sentinels to a hidden cave, etc). These are some good things, but would anyone be up for more indepth side quests? Ones like a mini story (that isn’t annoying, reused, or boring), assassination quests, and aiding squads in a space battle? I would definitely enjoy things like this, I just don’t want it to become repetitive like in other games. I remember half of my side quests in Dying Light were following a character just to help him grab something, or retrieving an item for a character. A few of these types are fine, but discovering entire new mini story lines to have an extra effect the main campaign sounds awesome.
> > >
> > > Thoughts?
> >
> > I like the idea of in depth side quests, but it depends on the game and who’s playing it. It’s my opinion that most Halo players play Halo because it’s a shooter and not an RPG. I’m ok with either, but you also don’t want the game to lose it’s identity. In my opinion again, it would be better to create a Halo RPG, rather than a hybrid action RPG / shooter.
>
> I never, ever, want to see a Halo that even remotely resembles an RPG if that means running into a level 50 Grunt that is tougher than a Level 10 Hunter… That would utterly ruin the game.

I don’t necessarily mean level based combat and things like that… this is just more focused on the fact that this halo is going to be open world, and there need to be things to do after the campaign. My point was I don’t want 343 to fill up the world with boring sidequests like I mentioned, and I wanted to see a few ideas. Not really rpg, just a new “side discovery” while playing the game.

> 2533274938827434;11:
> > 2592250499819446;10:
> > You can’t have it all ways. You’re actually the one being selfish. I gave a good idea for both RPG players and traditional Halo fans to have their own Halo game. You don’t like RPG and you don’t want others to have a Halo RPG either, or so it seems by your reply.
>
> Ok, so I’m being selfish for expecting an FPS series thas has always been an FPS and I enjoy for being a damn good FPS to keep being an FPS. Every game has to become an RPG. You know what? RPGs are the Flood of modern videogames.

I agree Halo needs to stay FPS focused, since RPGs are overflowing at this point. I clarified my point in my original post. I DONT want it to be a player level locked game like destiny or assassins creed, but I DO want extra things to discover (more than the collectible skulls, even tho those are fun) since we will have a large space to work with.

> 2535433024916972;18:
> I agree Halo needs to stay FPS focused, since RPGs are overflowing at this point. I clarified my point in my original post. I DONT want it to be a player level locked game like destiny or assassins creed, but I DO want extra things to discover (more than the collectible skulls, even tho those are fun) since we will have a large space to work with.

I’d appreciate if Halo Infinite was more similar to Zelda: Breath of the Wild. There is not a big variety of upgrades and collectibles to unlock, generally the exploration is rewarding by itself because it’s a damn good sandbox. I believe finding cool power weapons and vehicles to enable different interections with the environment is all that Halo Infinite needs – and that’s how Halo has been forever. I know there will be some sort of progression this time around, but I hope it won’t change too much how the game feels. I quickly feel burned out of games with too many systems to keep track of, it feels like a second job.

I dont expect anything beyond general exploration. Maybe you find a camp and find a message there talking about a strike on a UNSC camp being planned and you get a sidequests to go kill the attackers before they launch the assault. But that’s about as deep as I’m expecting those quests to go.

At the beginning of the gameplay demo when Master Chief opens his map there’s an upgrade tab on the top right. My guess is that the side quests will contribute in a way for the upgrade tab, your incentive for doing the side quests, correlating a bit in the main storyline. Don’t get me wrong, some side quests will lean more likely to give more background rather than upgrades but I’m not expecting something as intriguing as The Witcher 3’s side quests.

> 2533274938827434;19:
> > 2535433024916972;18:
> > I agree Halo needs to stay FPS focused, since RPGs are overflowing at this point. I clarified my point in my original post. I DONT want it to be a player level locked game like destiny or assassins creed, but I DO want extra things to discover (more than the collectible skulls, even tho those are fun) since we will have a large space to work with.
>
> I’d appreciate if Halo Infinite was more similar to Zelda: Breath of the Wild. There is not a big variety of upgrades and collectibles to unlock, generally the exploration is rewarding by itself because it’s a damn good sandbox. I believe finding cool power weapons and vehicles to enable different interections with the environment is all that Halo Infinite needs – and that’s how Halo has been forever. I know there will be some sort of progression this time around, but I hope it won’t change too much how the game feels. I quickly feel burned out of games with too many systems to keep track of, it feels like a second job.

I like that. I haven’t played Zelda in a hot minute since the first one released on the wii, but as long as there isn’t the “level up your weapon damage and armor to progress” bs I think it will be fine.

> 2535433024916972;22:
> > 2533274938827434;19:
> > > 2535433024916972;18:
> > > I agree Halo needs to stay FPS focused, since RPGs are overflowing at this point. I clarified my point in my original post. I DONT want it to be a player level locked game like destiny or assassins creed, but I DO want extra things to discover (more than the collectible skulls, even tho those are fun) since we will have a large space to work with.
> >
> > I’d appreciate if Halo Infinite was more similar to Zelda: Breath of the Wild. There is not a big variety of upgrades and collectibles to unlock, generally the exploration is rewarding by itself because it’s a damn good sandbox. I believe finding cool power weapons and vehicles to enable different interections with the environment is all that Halo Infinite needs – and that’s how Halo has been forever. I know there will be some sort of progression this time around, but I hope it won’t change too much how the game feels. I quickly feel burned out of games with too many systems to keep track of, it feels like a second job.
>
> I like that. I haven’t played Zelda in a hot minute since the first one released on the wii, but as long as there isn’t the “level up your weapon damage and armor to progress” bs I think it will be fine.

Slightly off topic, but the first Legend of Zelda game released on Famicon or NES or both way back in 1986 or 1987, not the Wii. Yes, I’m that old lol.

As for Halo Infinite and side quests, I personally don’t mind them, but we’re all different and I expect many fans will find them tedious. But, it depends how they are designed. More info on them would be a good thing imo.

I don’t expect activities big or deep enough justifying the term “sidequest”, but as others pointed out,
rather optional objectives depending on the area you’re currently in.
Pulled off the right way it can be a nice change of pace and add some form of replayability,
if those optional objectives would add an impact on how the primary objectives play out.

> 2533274886490718;24:
> I don’t expect activities big or deep enough justifying the term “sidequest”, but as others pointed out,
> rather optional objectives depending on the area you’re currently in.
> Pulled off the right way it can be a nice change of pace and add some form of replayability,
> if those optional objectives would add an impact on how the primary objectives play out.

agreed as long as you don’t become bored.like destiny 2 some of the side quest seems to go on forever and you don’t feel like you accomplished anything

> 2535433024916972;1:
> In a recent post that included a statement from Joe Staten, he mentioned that the campaign world would be filled with things to do and explore (rescue marines, follow sentinels to a hidden cave, etc). These are some good things, but would anyone be up for more indepth side quests? Ones like a mini story (that isn’t annoying, reused, or boring), assassination quests, and aiding squads in a space battle? I would definitely enjoy things like this, I just don’t want it to become repetitive like in other games. I remember half of my side quests in Dying Light were following a character just to help him grab something, or retrieving an item for a character. A few of these types are fine, but discovering entire new mini story lines to have an extra effect the main campaign sounds awesome.
>
> Thoughts?
>
> It seems I have caused some confusion, possibly when I mentioned the RPG Dying Light. I do not want Halo to become an RPG focused game, as Halo has a major identity stacked up behind it. But, seeing as it is confirmed at least semi open world, I wanted ideas and thoughts from the community on things to do in the open spaces. In the past, Halo has had big, open levels, but remained linear. I like that formula, but 343 has called the shots on the style of the campaign.
>
> The campaigns have always had major replayability to me, and adding little things like rescuing marines or assassinating a banished captain are a better way to fill up some space as opposed to follow a character and listen to their lines.

I actually really like this idea. I’m not sure if Staten listed all of the side missions and he said there is still tons to talk about regarding the campaign. With the scale of this open world I’m sure they will have a lot of side missions but I would love to see something like you’re idea implemented into the game.

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> > 2535433024916972;22:
> > > 2533274938827434;19:
> > > > 2535433024916972;18:
> > > > I agree Halo needs to stay FPS focused, since RPGs are overflowing at this point. I clarified my point in my original post. I DONT want it to be a player level locked game like destiny or assassins creed, but I DO want extra things to discover (more than the collectible skulls, even tho those are fun) since we will have a large space to work with.
> > >
> > > I’d appreciate if Halo Infinite was more similar to Zelda: Breath of the Wild. There is not a big variety of upgrades and collectibles to unlock, generally the exploration is rewarding by itself because it’s a damn good sandbox. I believe finding cool power weapons and vehicles to enable different interections with the environment is all that Halo Infinite needs – and that’s how Halo has been forever. I know there will be some sort of progression this time around, but I hope it won’t change too much how the game feels. I quickly feel burned out of games with too many systems to keep track of, it feels like a second job.
> >
> > I like that. I haven’t played Zelda in a hot minute since the first one released on the wii, but as long as there isn’t the “level up your weapon damage and armor to progress” bs I think it will be fine.
>
> Slightly off topic, but the first Legend of Zelda game released on Famicon or NES or both way back in 1986 or 1987, not the Wii. Yes, I’m that old lol.
>
> As for Halo Infinite and side quests, I personally don’t mind them, but we’re all different and I expect many fans will find them tedious. But, it depends how they are designed. More info on them would be a good thing imo.

I think he meant the first Zelda to realeate on the Wii.

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> > 2592250499819446;23:
> > > 2535433024916972;22:
> > > > 2533274938827434;19:
> > > > > 2535433024916972;18:
> > > > > I agree Halo needs to stay FPS focused, since RPGs are overflowing at this point. I clarified my point in my original post. I DONT want it to be a player level locked game like destiny or assassins creed, but I DO want extra things to discover (more than the collectible skulls, even tho those are fun) since we will have a large space to work with.
> > > >
> > > > I’d appreciate if Halo Infinite was more similar to Zelda: Breath of the Wild. There is not a big variety of upgrades and collectibles to unlock, generally the exploration is rewarding by itself because it’s a damn good sandbox. I believe finding cool power weapons and vehicles to enable different interections with the environment is all that Halo Infinite needs – and that’s how Halo has been forever. I know there will be some sort of progression this time around, but I hope it won’t change too much how the game feels. I quickly feel burned out of games with too many systems to keep track of, it feels like a second job.
> > >
> > > I like that. I haven’t played Zelda in a hot minute since the first one released on the wii, but as long as there isn’t the “level up your weapon damage and armor to progress” bs I think it will be fine.
> >
> > Slightly off topic, but the first Legend of Zelda game released on Famicon or NES or both way back in 1986 or 1987, not the Wii. Yes, I’m that old lol.
> >
> > As for Halo Infinite and side quests, I personally don’t mind them, but we’re all different and I expect many fans will find them tedious. But, it depends how they are designed. More info on them would be a good thing imo.
>
> I think he meant the first Zelda to realeate on the Wii.

Lol, yeah I thought of that after the reply, but I decided to leave it for the ones that might not know how old Zelda really is.

i honestly fear, that the open world will be there, not bc 343i had a great idea for making it open world, but bc some higher-ups said it has to be, bc open world is easier to monetize. therefore i fear, that the world will be filled with boring repetitive side quest with no real meaning to it. and most infos we have on the game is, a bit about monetization and how it “really, really, really, pinkyfinger promise” is not that bad.

> 2592250499819446;23:
> > 2535433024916972;22:
> > > 2533274938827434;19:
> > > > 2535433024916972;18:
> > > > I agree Halo needs to stay FPS focused, since RPGs are overflowing at this point. I clarified my point in my original post. I DONT want it to be a player level locked game like destiny or assassins creed, but I DO want extra things to discover (more than the collectible skulls, even tho those are fun) since we will have a large space to work with.
> > >
> > > I’d appreciate if Halo Infinite was more similar to Zelda: Breath of the Wild. There is not a big variety of upgrades and collectibles to unlock, generally the exploration is rewarding by itself because it’s a damn good sandbox. I believe finding cool power weapons and vehicles to enable different interections with the environment is all that Halo Infinite needs – and that’s how Halo has been forever. I know there will be some sort of progression this time around, but I hope it won’t change too much how the game feels. I quickly feel burned out of games with too many systems to keep track of, it feels like a second job.
> >
> > I like that. I haven’t played Zelda in a hot minute since the first one released on the wii, but as long as there isn’t the “level up your weapon damage and armor to progress” bs I think it will be fine.
>
> Slightly off topic, but the first Legend of Zelda game released on Famicon or NES or both way back in 1986 or 1987, not the Wii. Yes, I’m that old lol.
>
> As for Halo Infinite and side quests, I personally don’t mind them, but we’re all different and I expect many fans will find them tedious. But, it depends how they are designed. More info on them would be a good thing imo.

*not very first zelda, but the first one that came out on wii

Joe Staten seems to be putting more emphasis on the exploration and discovery, so by July this year I’d hope to get a little more on them

I feel like side quests could be a big win for 343 if done right

> 2535433024916972;30:
> > 2592250499819446;23:
> > > 2535433024916972;22:
> > > > 2533274938827434;19:
> > > > > 2535433024916972;18:
> > > > > I agree Halo needs to stay FPS focused, since RPGs are overflowing at this point. I clarified my point in my original post. I DONT want it to be a player level locked game like destiny or assassins creed, but I DO want extra things to discover (more than the collectible skulls, even tho those are fun) since we will have a large space to work with.
> > > >
> > > > I’d appreciate if Halo Infinite was more similar to Zelda: Breath of the Wild. There is not a big variety of upgrades and collectibles to unlock, generally the exploration is rewarding by itself because it’s a damn good sandbox. I believe finding cool power weapons and vehicles to enable different interections with the environment is all that Halo Infinite needs – and that’s how Halo has been forever. I know there will be some sort of progression this time around, but I hope it won’t change too much how the game feels. I quickly feel burned out of games with too many systems to keep track of, it feels like a second job.
> > >
> > > I like that. I haven’t played Zelda in a hot minute since the first one released on the wii, but as long as there isn’t the “level up your weapon damage and armor to progress” bs I think it will be fine.
> >
> > Slightly off topic, but the first Legend of Zelda game released on Famicon or NES or both way back in 1986 or 1987, not the Wii. Yes, I’m that old lol.
> >
> > As for Halo Infinite and side quests, I personally don’t mind them, but we’re all different and I expect many fans will find them tedious. But, it depends how they are designed. More info on them would be a good thing imo.
>
> *not very first zelda, but the first one that came out on wii
>
> Joe Staten seems to be putting more emphasis on the exploration and discovery, so by July this year I’d hope to get a little more on them

Lol. Yeah, I thought about your Zelda commment after the fact and left it for those that might not know the true age of Zelda, I said as much to Magabro5382 in a reply to him.

We do need more on the side quests. I don’t mind changes in game design but many do and I understand their concerns with this one. If they’re meaningful side quests that add to the game then great, if they’re just fetch quests added as filler then I see issues. More info would be good.