Halo infinite : CUSTOMIZATION BUILT ON A LIE

Reach yes

MCC’s system was an afterthought though. If I had to guess, 343 lost money on this title with the developments that went into it.

2 additional games included and optimized, a complete overhaul and revamp of the overall game to include unlockable cosmetics that didn’t exist in the games a lot that were completely new and had to be built from scratch, remasters/revisions of games that had already been remastered/revised, entirely new maps (ported/built), new features in games, the list goes on and on.

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Yeah, that license agreement seems to come real handy for 343. It’s an agreement that to allows them to do anything they want.

We need a mix of what it is now, Reach, and Halo 3.

  1. What we have now allows devs to earn money but it shouldn’t be the only way to look cool.

  2. Reach had so many armors and you could mix and match anything so Infinite needs to lose the core system and add in game credits you can earn to buy stuff with.

  3. Halo 3 had the best way of displaying accomplishments. Hayabusa and Recon were legendary Recon more so just for the sheer difficulty. Having armors earned through difficult tasks gave people something to work for and a reward that felt worth it. Heck even H5 had Helioskrill which was awesome.

Now I did not have Recon so I am not trying to gatekeep the best armor so only the top 2% of players get it but there should be armors that some people just won’t get if they aren’t good enough. There should be some that people who don’t have a ton of skill but have tike can grind for like in the Reach system and some should be sold so the devs can make money. Also no very close armor variants should be made. H5 had so many armors that were the exact same with different patterns. Infinite having camos kind of prevents that but I still want it to be said that H5 had a terrible armor system in general only getting to choose a helmet then a whole armor set.

Infinite is fun as heck and if they can add this and then co op and Forge we will be looking at what might be one of the best Halos and could be talked about in the same way that Halo CE, 2, and 3 are.

You act like I asked for multiplayer to be free.

Dang guess they shoulda checked in with you first to see exactly what type of game to make

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Your previous post had some good points and was organized, erm, well enough to follow.

This one held my attention for about 30 seconds before I stopped trying to sort through it and find the underlying points in your lists. It’s a mess man.

So I’m gonna just respond to the closer:

Because “earn-able” currency isn’t just unprofitable, its draw being a F2P multiplayer game with the generous suite of current (and eventual) gameplay freedoms means it’s also more than likely capable of turning negative profits too.

  1. Reach was a title that launched in a different era of games, when games released as an all in one package. It cost an estimated $100mil to make and turned around and made $200mil it’s first day and $350mil it’s first month with additional “merchandise”, most likely more than that with DLC and continued sales (but also cost to support the game with further development). Regardless, this was the way games were made because they could turn a profit this way.

  2. I can’t find any info at all about the MCC’s sales or initial development costs (we’ll circle back to that), which means it was most likely not a commercial success. Paired with the abysmal launch of this title, it was quite honestly a shock when 343 really went all out on the post-release development of this title. Now given the initial development of this title and the star power behind just the H2A cutscenes alone, this wasn’t a cheap game to put together, and it was one that was meant to hold us over until Halo 5. Which means that it was supposed to be a one and done deal, most likely banking on Halo 5’s sales and lootbox system to turn a profit where MCC lost it. This gets even grittier when it wasn’t a one and done deal due to half the game being unplayable for a little less than a year, compensated with plans that were never supposed to be planned, then followed a few years later by a complete revamp and overhaul of the title (and newly/old included titles for that matter) that brought you this “free” ability to unlock cosmetics was introduced. I see no reality where continued MCC development (development after 7 years since release, before and well after the flagship Halo 5 was no longer supported) was in any way profitable. The game’s sales might have broke even at best when it was brought to PC, but MCC’s continued and generous development was most likely a result of: Halo 5’s microtransaction monetization methods.

Which leads us to:

Halo Infinite. A game with an estimated $500mil development cost. 5 times that of Reach, with a consumer price tag that was shared with that game. Let’s assume for one minute that we know the population on launch day: 400k players (150k players on PC was about right, so let’s say there was 250k on Xbox as the numbers seem bigger there on MCC). Assuming 95% of these players purchased the standard campaign, that nets $22.8mil, tacking on an additional 5% $3.4mil for the collectors addition buyers, that’s a tidy $26.2mil in just game profits. I’m not sure how to go about quantifying the promotional gear (Razer, Seagate, limited edition Console), but let’s just be generous and add an additional $25mil to that figure bringing our total sales to $51.2mil.

My assumptions are most likely wayyy off, they seem far too small compared to even Reach’s sales but I was even being generous, all 400k players did not drop $60, because I’m one of them who didn’t. But when compared to Reach’s $100mil cost and initial $250mil profit, a $500mil cost is not a price that can be overcome with a $60 base game alone, which is why monetization is implemented in the F2P model.

F2P attracts more players than a boxed model does due to accessibility of a zero cost for entry, and due to the fact there isn’t any gatekeeping on the gameplay experience it’s easier to keep players interested in the game. Due to the influx of players, and freedoms within the gameplay model, there are greater chances they’ll spend money on cosmetics which is why this monetization model exists.

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With much larger production costs, the Reach boxed model is no longer profitable and acts as a small subsection of actual overall profits.

MCC was not a profitable endeavor by any stretch due to a wide variety of reasons, 343 was lucky if by the end of its unintended 7 year post launch development it broke even at all and most likely only sustained the development and received the praise it did due to Halo 5’s successful loot box monetization.

In order for Infinite to be profitable (and in turn successful for players’ sakes and its own sake), neither of the previous games are good models to look towards for generalized inspiration. They can still teach us lessons to some degree, but in this case it’s a complete misunderstanding of financial reality.

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Lowering the prices and/or doing away with the FOMO store in place of a catalogue would be a good solution.

Personally I’d like it to go a step further and incorporate a Steam style community marketplace, players selling and buying store items between each other, with 343 taking a small percentage of the sale. The FOMO feeling with the store goes away even with circulating/limited time items when these items are available all the time. Only downside is that rarer items (early access things) become relatively expensive due to their limited nature. But regardless, players will always have the ability to buy any of these items even if they’re no longer officially available.

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They have a track record of false advertising/misleading. Halo 5 they went heavy on marketing campaign and it did not represent Halo 5’s campaign. Now they heavily marketed Infinite’s multiplayer with thier streams and dev videos/blogs and there is huge discrepancies in what they said will be in multiplayer and the official release. As forum post OP clearly laid out.

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Who? And what phrase?

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a colour system for the armour akin to Warframe’s would be nice, which is also another FTP title, just let me buy a pallet for cheap that I can use as I please on the armour sets forever.

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TLDR when your comment becomes obsolete due to 343 adding ways of earning credits

Yes. They should have checked in with the playerbase, the people who will continue to play your game well after release unlike f2p kids who will pop from game to game lol

You mean inb4, my dude

Yes. They should have checked in with the playerbase

This is the dumbest thing I’ve read in the last 24 hours.

unlike f2p kids

I mean, the games that have the highest retention of all time are F2P games so…

The player base was awfully quite about this f2p thing for years. That’s not fair, a few people said they did not like it but the greater playerbase was silent. Back to the point, how often do you see companies asking the player base how much they should charge for a game? To my knowledge this never happens. I know I was not consulted about Halo 5 costing $60-$300 with no game modes, no forge, no custom games, no Halo, and pay to win mechanics. Of course eventfully we got the missing game modes as well as some new free content over time. Still a bad Halo game tho.

Infinite has a stronger base than 5 had. With well constructed posts and comments like the ones made by @SII_MasterChief, @Trand0, @TyroneRundaGang, @The_Cool_Spoon and others like them this game has the chance to be a 10. I say this while disagreeing with and arguing a few times with two or three of those people here and there, but I respect how they usually keep having level headed, detailed, and/or well constructed arguments.

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You’ll probably find if the truth was known that the 500 million was for the life span of the game. In this case they are estimating 10 years.

Destiny was the same - Bungie was given 500 mil for them to build a 10 year game by Activision. Although that one didn’t go as planned.

However 343 isn’t likely to split from MS - it will be more likely that Microsoft closes 343 down if they don’t produce a profit. Which puts 343 in a cold hard place.

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I just can’t believe the amount of people who use the “it’s free to play” argument against unlocking armor through gameplay/achievements. You can include that while still having a store with other items to sell. There’s literally no reason these two things can’t exist simultaneously.

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Hate that excuse. Nobody asked for it to go F2P and many of us were willing to pay for the full price of the game…ironically many of us kind of did by buying the campaign. ‘Entitlement’ is just an excuse for people like you to dismiss any form of criticism and I’ve had enough. :-1:

Also the gas station excuses is nonsense…it be like being charged for the gas then making ridiculous things like being charged extra for central heating if decide to go inside instead of paying outside. :face_with_raised_eyebrow:

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I love these MBA wannabe holders just constantly defending 343 like they’re going to get a prize for doing so or hold stock in the company.

You’re absolutely wrong in everything.

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Stronger base.

Yet.

No co op

No assinaitions.

No champ ranks.

No collison.

But yeah. It has a good base.

I know right. They keep saying but ohhh it needs free to play because Halo 4 and Halo 5 did bad.

They keep saying ohhh every other game is doing it so in order to compete they need free to play.

These free to play arguments are weak

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:joy::joy: underrated post right here