Making Halo Accessible - Part One
The attitude that 343 has shown towards Halo multiplayer has made it evidently clear that widespread, traditional Halo gameplay is a thing of the past and will probably never again exist in a state other than one or two playlists. Many of the core tenants of the series were modified or removed for the sake of fulfilling a studio-wide goal of increasing accessibility. Calling for the return of pre-Reach multiplayer is a fools errand at this point, but I think that 343 can do several things to improve their future games without deviating from the course that they have set for themselves.
Making the Story Accessible
There’s no denying that 343 has tried to really flesh out the Halo universe, even if you disagree with their approaches. Campaign and Spartan Ops in Halo 4 have adopted ambitious stories, but there’s an inconsistency. Correct me if I’m wrong, but all of the content relating to Spartan Ops can be found in the mode itself, whereas the Campaign has content (terminals) that exists in Halo Waypoint. Will the average everyday player know exactly where to go if they want to gain some background information on what’s happening in the game? Perhaps, but the danger of alienating potential audience members would be reduced if this content were available in-game. It would be a shame to see a well-crafted story remain fragmented. I think it would a good idea if, for the future, priority is given to ensuring that all story elements are available to players in-game so that they can experience them as they play through non-multiplayer modes.
Making Ranks Accessible
Like the story, player progression and development should not be left out of the location where players will spend most of their time: in the game. I don’t doubt that 343 wants to engage everyday players their own career, but will everyday players be motivated to regularly switch between game and Halo Waypoint just to see how they advanced from the previous match? Why not have that information available in both locations?
I get that 343 and the new Halo crowd are terrified of boosting, cheating and the inherent elitism that comes with in-game skill-based ranks. However, that’s just one side of the coin. It’s important to remember that said ranks have proven themselves to be one of the most powerful mechanics in increasing player retention and motivating players to truly invest themselves in the game and their performance.
There are people today, in 2013, who still commit themselves to Halo 3 for the purpose of trying to get closer to a 50. If you look at Halo 3 streams on Twitch, you see MLG pros playing now and then. You see people going on perfect 50 runs. Visible skill-based ranks next to your gamertag in the lobby just CAN’T be ignored.
When cheating in Halo 3 began to accelerate, there were upstanding community members who dedicated their time to provide evidence of derankers, DDoSers and boosters in general. Although labeling people out on forums will remain as a rule violation, I don’t doubt that these types of community members would gladly help out again if it meant the return of in-game ranks. 343 could establish a formal service for evidence and player name submission. With the feedback provided by players in this service, sustenance team members could evaluate instances involving foul play and take the appropriate action to keep matchmaking clean. This way, visible skill-based ranks could exist in the game without rampant abuse.
Making Functionality Accessible
From what I’ve gathered from player feedback as well as videos and screenshots, there is a great amount of disdain towards Halo 4’s UI. It goes without saying that if people are spending less time in a lobby trying to locate settings or features, they’ll probably be spending more time actually playing the game, which can only be a good thing. Decide on what the most important and commonly used tools are (active roster, custom game options, file browser, etc.) and make them available without forcing the user to traverse multiple menus.
This doesn’t just apply to the game’s UI though - it also applies to the HUD. If someone picks up the flag, I seriously doubt that they need to see text on the screen telling them that they’re carrying the flag. If 343 removes the extraneous clutter that doesn’t add any value to the game, players will be able to focus more on what they’re doing, making the gameplay more accessible. This might seem trivial, but if it’s pointless, there’s no need to have it. On the flipside, important elements like the red X should be available from the get-go because they relay important information regarding player movement and enable gamers to make important decisions (don’t push up on a map if you see tons of red Xs - hang back and wait for them to respawn before making a move). Having the most critical details front and centre is the way to get players more involved in the game.
That alone would have cleared up a lot issues for a lot of people without forcing them to read the books.