A lot of the series older fans are kind of frustrated with the direction halo’s been going. For some of us things started going wrong earlier than others, with some people who feel that Halo started going wrong with 2. Most of the threads I’ve seen that detail fixes for perceived shortcomings boil down to “make it less like this and more like the last Halo I liked”. I’ve been guilty of that one myself on several occasions, but I don’t know if it’s doing any good.
343 really wants to sell us on their new ideas, and really want to take the franchise in a different direction. It’s really frustrating to know that the core gameplay I loved is never coming back. (barring an online enabled H2 arcade, which would be amazing, hint hint.) To a certain extent I even kind of agree that it wouldn’t be the best idea to just make the same game over and over again. But maybe some of these new features don’t have to be so bad.
That brings me to today’s experiment. I want all the other bittervets to work with me and brainstorm some ways to improve new halo without turning it into old halo. Just because it’s a new thing doesn’t mean it can’t be a good thing.
Here are the rules for this session:
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A proposed change can not remove a feature. Ordinance stays. Flagnums stay. Instant respawns stay. Etc.
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No touching the weapon or vehicle sandbox, hitboxes, or other tweaky stuff. We’re only messing with the new things.
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Smaller and more easily implemented changes over large sweeping ones.
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If your change increases the skillgap, try to do it in a way that will also appeal to a new player. Make it flashy and intuitive. Remember, they’re the target demographic as much as we are, if not more.
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If your change breaks something, fix that thing too. (If you make ordinance not random, you have to redesign the specialization that lets you reroll your ordinance into something suitable, for instance.)
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Keep in mind why a change you don’t like was originally made. See if you can make it better without going against the spirit of why they changed it.
Lets all toss ideas out there, and once we have a few I’ll compile them and describe how the redesigned gametypes would play out.
I’ll start a simple one:
Flag juggling: I get that this was removed because it was loud and fiddly. The announcer yelled at you constantly, the hud flashed weirdly where the flag was, and it was never really intended functionality. Also, it was an unintuitive thing for a new player to learn and made objective games a bit more of a brick wall than they needed to be. We can’t drop the flag at all now, I think partly because of it, to the game’s detriment. The skill gap dropped a bit when we lost it, but not because of the manual dexterity needed to actually juggle the flag effectively as much as because it restricted possible choices and strategy.
Flag juggling allowed a simple choice between moving quickly and giving away your location or moving slowly and being hidden. That was the core reason we flag juggled, and the core loss from it’s removal. To that end, my change is to add the ability to sprint with the flag. If you sprint with the flag you show up on the hud. If you walk normally, you don’t. This satisfies the strategic role that flag juggling filled while also fixing most of it’s shortcomings. A new player will intuitively attempt to sprint when they first get the flag, so it will be easy to pick up and learn.
The sprint and walk speeds would need to be tweaked a bit to make them appropriate, and we’d need a cool animation that shows that your spartan is really booking it with the flag, but other than that it would be a fairly simple change.
Alright, your turn:
