Halo 4 isn't a ramification of CoD

Halo 4 isn’t a ramification of CoD, but of science!

Halo 4 is trying to copy Call of Duty!

Everywhere I go users and players proclaim that 343 are warping Halo 4 into some kind of CoD wannabe in the hopes of boosting sales. Whilst the changes do stem from wanting more sales and larger profit margins, it has little to do with CoD and everything to do with research; how do you, as a developer, make players play your game actively? How do you keep them coming back for more and more? How do you hook players? This link takes you to an article about behavioural game design, written by John Hopson, a game researcher at Microsoft who’s worked on the Halo franchise. Take your time to read through it carefully and contemplate before continuing on with my text. Finished? Good, now we can start.

Don’t like it? Don’t play it!

The Halo franchise began with Halo: Combat Evolved. The multiplayer game mode contained within Halo CE is–what a lot of players now deem–a bare bones experience; you have your arenas, weapons, powerups and players. Nothing more, nothing less. If you liked the gameplay you played it. There was very little within the multiplayer portion to keep him or her playing if the player didn’t enjoy the gameplay for what it was. Developers hadn’t a desire to keep those with little interest in the game from continuing to play either. After all, why should they? Whether a customer plays for 1 hour or for months makes little difference to them; they still receive the exact same amount of money from that customer. The infrastructure for Xbox Live didn’t yet exist, and the possibility of selling customers downloadable content was a foreign idea. When XBL did come into the world developers began asking the question, “how can we keep players playing so that we can later sell them DLC?”

John Hopson (the author of the article I linked previously) worked on Halo 2, so it’s no surprise we have a mechanic that’s designed to addict players outside of the gameplay. What is it? Why of course! It’s the famous 1-50 ranking system.

> Killing opponents to gain experience points and gain levels is one example of a ratio contingency.

A lot of players who played Halo 2 were addicted to levelling up their character, so to say. I’d be lying if I said I didn’t play for longer than I should just to reach the next rank. However, not everyone was able to continue ranking up. Sooner or later they reached their skill peak, and they just weren’t good enough to rank up higher. Once a player reached this point what’s to keep him or her from quitting if that player wasn’t addicted to the gameplay? Nothing. Halo 3’s ranking system was designed to fix this problem by allowing experience points to influence rank. However, to not piss off players that loved the idea of rank being a symbol of skill they only allowed EXP points to boost a player’s rank up to a degree. The inclusion of unlocking armour permutations were also a mechanic to get players hooked; to keep them playing for longer than they normally would. The longer a game is played the more profit it can turn out in this day and age of selling consumers DLC. Plus, if your friend is constantly playing a game are you not more likely to go out and buy it yourself?

Then comes Reach. This is the real “proof is in the pudding” game. How many gamers who enjoyed Halo’s gameplay feel betrayed by Bungie over Reach? Many. How many of us have quit Halo over this game? A fair few. Yet the numbers say Reach is far more popular then either Halo 2 or Halo 3. So if the players that enjoyed Halo’s gameplay aren’t playing it, who is? Well, other gamers. Reach contains so many mechanics that are designed to get players addicted, and I dare say they’re extremely effective. We have an EXP system that encourages players to actively play via rewards ranging from armour permutations, in-game effects, sound effects, to ranks. If you want them all you need to do is play, and play often. Daily challenges are also a bloody fantastic mechanic to keep players coming back over and over again.

> In general, variable ratio schedules produce the highest overall rates of activity of all the schedules that I’ll discuss here. This doesn’t necessarily mean they’re the best, but if what you’re looking for is a high and constant rate of play, you want a variable ratio contingency.

Super jackpots (I think that’s what they’re called) are an example of a variable ratio schedule. No matter how terrible the gameplay is in a particular playlist players will flock in tremendous numbers if that playlist has a super jackpot. They’ll keep playing and playing till they get it too. Once that jackpot ceases, boom!, the playlist goes back to having a low population (cough the old classic playlist cough). What does this all mean? It means Reach has players addicted. Not on gameplay, as was the way of yore if you wanted a popular game, but on virtual rewards. Which is the new thing your game needs if you want it to become popular, and profitable.

Why does The Arena in Reach have such a pitiful population? Because Reach is a virtual skinner box; its gameplay is boring, but players continue playing it because they get addicted to the rewards. However, competitive players are generally the players that are playing the game for its gameplay; they get addicted on the gameplay, on competing with one another, not the skinner box mechanics. They see through all the virtual rewards and notice Reach’s shallow, boring gameplay and choose not to play it. That’s why The Arena is unpopular, and giving Reach a 1-50 ranking system wouldn’t of prevented that playlist’s inevitable failure.

Don’t like it? Why? There’s something for everyone!

Okay, okay, I might be exaggerating the idea that players are only playing Reach for virtual rewards and not gameplay. I’m sure every player who plays Reach likes the gameplay to a degree, but I think the gameplay’s not keeping them playing, it’s the virtual rewards that are making them come back over and over again. A gamer won’t play Reach regardless of how addictive it may become if they don’t even like the gameplay a tad bit. That’s the hurdle that prevents new players playing the game, getting addicted, and then becoming walking wallets for the developers and publishers. Obviously, devs want to remove this hurdle so they can get more players playing their game. Thus, the birth of something I hate more than anything else in this industry was born. The slogan:

> Play how you want to play!

Halo 4’s already got the mechanics designed to hook players and keep them coming back again and again (unlockable weapons/armour permutations, Spartan ops, etc.). Now the only thing left to do is bring in more players. If a player was able to change the gameplay to something they enjoy then gameplay no longer becomes a hurdle. Thus we get custom classes. The game’s difficulty can be a real hurdle for new players too, so if you make the game easier to play more will play. 343 are ticking all the right boxes on the “How to Make a Popular Game” sheet. CoD does this too. They’re not out to copy each other, but to make popular, profitable games. The sad reality is that video games are a business. Maximum profit is its goal. At least, in the mainstream…

This is true for the most part, even though whats hooked me since Halo 3 has been mostly forge I enjoy the idea of creating somewhat new worlds to mess around with and I honestly hope Halo 4 expands this alot more. For most of the halo veterans however, Halo will always be halo in our eyes we continue to play because this has been a franchise weve grown to love, weve seen the changes and sometimes we honestly have not understood them. I realize Armor abilitys were a expansion and evolution of the equipment(bleh) that was started in Halo 3, but they were never done right to begin with in my opinion.

I truly hope between Halo CE anniversary and the TU for Reach that 343 took notes and saw what players truly hope for, a game where you get to really truly feel like a super soldier. Not just a dude running around attempting to avoid the next shot to the head, earlier halo’s 1 2 3 all were designed around effortless gameplay you werent affected much by gravity or felt every melee or bullet that made its way to your shields. However Reach changed alot of this, you once again had fall damage that acted as a stun, you could feel your feet and body hit the intended structure, you were able to feel yourself fight for your life as you shuffled and were eventually mangled beyond recognition. What kept me coming back to multiplayer is that realism the feeling that theres someone actually in that suit.

Now can 343 expand on this and make Halo 4 feel real while at the same time immerse us once again in a fantasy and completely new experience? I think so, I believe they are truely fans themselves and some may not be the most competitive players but I would say some definately are. I feel they will balance these Armor abilities bungie needlessly threw into Reach and make a game thats truely worth coming back to for more than the virtual rewards.

This thread is generic and useless.

Very nice thread, I agree its obvious 343 are looking to hook gamers and keep them coming back to unlock new -Yoink- with the new game mechanics. I just hope they could make the game competitive in the default which would hook core gamers and increase replay-ability for competitive gamers, and then add those casual features on top to hook the social gamers. I noticed these reward systems when I played Tribes:Ascend recently as well, the whole weapon/class progression system is great for hooking players, but when the gameplay suffers because of these reward systems like it does in alot of modern day shooters, thats when it becomes a problem and counter-intuitive to good game design.

> This thread is generic and useless.

All the threads saying Halo is now CoD are useless too. There are hundreds of them, and many of the points they bring up are incorrect or doesn’t really even support their opinion. This brings up good points, and isn’t a hate thread!

You really hit the nail on the head, especially with Arena.
I’m a competitive player, albeit not very good. Arena’s no fun because it’s such a small community, and since there is no variety, all games are almost the same.

Great read op. now to hope the game play is there. If you saw the clip the gunplay is intact. ( thank god)

You missed out this for Arena:

> A final special case that bears mentioning is what is called “avoidance,” contingencies where the participants work to keep things from happening

If you stop playing Arena you run the risk that other people are on and winning, getting their W/L up and ranking up. Because you’re being ranked against the population as a percentage (Onyx being top 5% and then you’re told your percentile in that division too) their ranking up will mean you will rank down.

And of course, there’s the resetting of the ranks every 3 months (used to be 1 month) and I’m sure there’s an explanation of that in the article somewhere too.

Is this really how the industry wants to be perceived (watch the video, please)? Purposefully making your game addicting isn’t right :confused:

That was some unbiased neutrally written text considering that I know the stance of the person who wrote it. But the question is: is it really the best choice to keep players playing? After all, a modern video game is nothing else but a glorified skinner box. Skinner box on the other hand, is just a cheap way of getting people addicted to something through operant conditioning. In reality, there are more creative rewards that actually get players to play the game and not just gather massive amount of experience points. And, the modern ranking systems just happen to be a way to get away with not so good gameplay. But as you said, it’s the AAA industry trying to make mainstream games, being afraid of truly innovative solutions.