One thing 343i have avoided like the plague in their marketing is the term open world. They have mentioned open or sandbox but never open world specifically, possibly knowing that that label carries certain connotations. In fact, unless I’m mistaken, Joe Staten said himself (I think it was in one of the Inside Infinite blog posts) that we should not think of Infinite as a true open world game, but more so a sandbox shooter. As to what exactly that means, your guess is as good as mine.
From I’ve been able to gather, there is still a lot of confusion about what this game, as a whole, is going to be. Those that want Halo to fully embrace open world design have already decided that it’s going to be an open world game ahead of time, while those that don’t necessarily care for it are worried about to what degree that’s true.
My assumption thus far has been that Infinite resembles something more akin to an “open world lite” type of thing, where it borrows certain elements from open world games but it does not emphasize them or depend on them to the same degree as, for example, Ubisoft games do.
You can notice a similar thing with the minor RPG elements we’ve seen from the latest campaign reveal. There are options to upgrade Chief’s equipment which are tied to doing the side-objectives, but it doesn’t seem to be as involved or expansive as it would be in proper RPG’s, kind of like how the new DOOM games handled their progression systems, to the degree that unlocking abilities feels natural and organic, not grindy. Also, I’ve heard many people assume that Infinite is just going to have one big map instead of being segregated into large levels or hubs (which I’m leaning towards).
If my assumptions are correct, Infinite is trying to fill a space between linear shooter and open world RPG. This could either come off as a lazy attempt to cater to multiple audiences or it might actually successfully fill that new niche depending on execution. Question is, WOULD a sandbox driven formula like we’ve experienced in the flights FIT this style of design? I think the answer to that question currently is not so much the sandbox (because we know it’s pretty good), but meaningful enemy interaction. The biggest problem with Far Cry games I think is precisely the lack of good enemy design, leading to games in which you are supposed to fight a huge number of times during the course of the game, but every engagement feels practically the same and uninteresting despite having many different kinds of weapons and tools at your disposal. In the latest Inside Infinite, the enemy design team outlined the need for distinct enemy classes, each of which would behave differently and require different approaches to take down efficiently. This definitely harkens back to the classic trilogy’s philosophy, the chess-like design of the AI.
Another aspect I’m particularly interested in is how each of these engagements are going to be spread throughout the campaign. In classical linear game design, each interaction is built to be unique, meaning the game always has some new scenario or arrangement to throw at you for the entire duration of the game (I believe classic Halo encapsulates this, as well as other shooters like Half Life and Resident Evil 4). For example, the Silent Cartographer feels distinct from Assault on the Control Room, Assault on the Control Room feels distinct from 343 Guilty Spark, etc. and it gives the impression that you really are progressing through a journey, discovering new things as you go. This has to do with more than just enemy variety. It’s got to do with pacing, level layout, aesthetics, music, and so on. Will Infinite be able to pull that off with the kind of open sandbox design it’s going for, or will it feel mostly the same through what I’m guessing is going to be the longest campaign yet?
RPG elements and side objectives are not a convincing way of giving the impression of progression by themselves. It depends precisely on the same principles I talked about in the previous paragraph. IS unlocking the shock-grapple worth the effort I have to go through clearing outposts? ARE the outposts themselves all laid out in such a way that they each feel unique? How many side objectives are there? If there are many and they each feel similar, that might lead to the sensation of repetitiveness. Hopefully, 343i have asked themselves the same questions while designing Infinite’s campaign.