Analogy, skip if you want.
Jimmy is your co-worker. You and Jimmy have the same job as about 10 others at a company and pull work from the same source, and all have the same wage and benefits. You have coordinated amongst your group who will do what so everything gets done. But Jimmy spends most of his day having fun in the BreakROom. You want to keep the boss man happy so you all take care of his work. Besides, he won’t care. If you all can do it without Jimmy doing his part, you can handle that much work anyways - pleading or complaining won’t help.
You eventually get frustrated and quit the company. You take a vacation to clear your head and hit up the casinos. You see a lively table of Blackjack and decide to give it a try. You don’t really know what you’re doing but you get free drinks and have fun conversations. However the casino is taking all of your chips. Now the rest of the table has slowly slipped away because they aren’t keeping their money either, since you joined. You call it a night, down $1000.
The next day you recall watching that movie about people scoring huge by counting cards. You do some research and learn about the basic strategy of blackjack and how counting can help you beat the odds. After some free online practice, you head back to a table. You win some you lose some, but generally you are making money instead of losing it, while still pulling in free drinks and great conversation. Awesome!
/analogy
It’s all about incentive. Incentive to play legitimately towards a win in the gametype. Remove noticeable incentive, OR provide diversionary incentive, and the gametype is ruined. Winning is not an incentive. What you get for working harder/smarter than the other guy and ending up victorious… that’s incentive. Something you now have that he doesn’t because you earned it. And we see none of that in Halo anymore.
It doesn’t have to be a number/rank. There are many unconsidered possibilities. The sarkathlon challenges in H3 were an example, though particular. The Reach nameplates were another.
When you look at reach, the main reason we have no incentive (after the removal of ranks) is that losers essentially earn as much in game payout as winners. I can get to inheritor in reach even if the only thing I ever do is continuously jump off the map or suicide every single game. I will unlock all of the armor, all of the effects, everything. H4 appears to have a similar system. Even if you lose every game you play, you will eventually appear equal to someone who has won every single game in their “career.” This is acceptable?
Take away rank, that’s fine - it’s very base. But give the winner 100% payout and give the loser 50% or 10% or 0% payout even. As it stands, winning is irrelevant. If I don’t need to win the game to progress, what else can I do in the game? Maybe hide, grief, hold the objective, etc? All those are fun, if you ask the right people! So where are the people who want to play the gametype they voted for in the playlist they entered? Trapped in whatever meta-game other players have created.
It’s not about punishing those on the losing end, but about rewarding those on the winning side enough to encourage a proper fight for the top spot. Moreover, It’s not about forcing players into a specific playstyle (i.e. use whatever means you choose, but fulfill your objective).
Why should someone who has played 5 games have access to exactly everything someone who has played 1,000 games does? They shouldn’t. But just because you played, doesn’t mean you deserve all the prizes. The best rewards should brew competition to bring out the best of everything Halo, and be awarded appropriately.
Winning games should only be one of several ways to distinguish yourself. Forging could be another, and spartan ops yet another. But the core Halo experience is matchmaking, and distinction should certainly be available there.
So… why is it not?