I urge you to read this post before commenting. This isn’t some rant or some complaint.
Warning: Text wall inside of the spoiler, open at your own risk!
Now as a disclaimer before reading this I want you as the reader to know and understand that I have had a very deep, and now broken, love for the Halo franchise as well as its previous developer for their innovative features introduced to the gaming industry as well as what they did for Xbox Live and console online play as a whole.
As much as we all loved Halo. It has steeply declined and continues to decline in both concurrent online players and sales of the games since Halo 3. Halo: Reach kept about 1/3 of Halo 3’s population and when Halo 4 released only about 1/4 of the community from Halo: Reach passed down. This is probably due to the abandonment of the Halo franchise by Bungie (because them and M$S didn’t get along at all) but regardless of the reason there are numbers there to show. I believe Halo has taken the same fate as the Call of Duty franchise in that even though it will continue to exist and barely cough up a new title when it needs to (for CoD this is obviously more frequently) but in the end the sales are declining and the community is becoming more vulgar as a result of disenfranchisement in these communities. That of course is a fancy way of saying the game isn’t made with the player-base in mind anymore. You see when video-games were being developed for the Xbox 360 and Playstation 3 they were actually developed at a loss, much like how consoles are developed and sold at a loss. The only way you make up for this is by one of 3 ways (in video-games, not console sales), the first is Downloadable Content – obviously this one is the easiest way to make money because it is an expansion which uses the same engine, assets, and such to tell a new story or add a new map or weapon (granted these two still require textures and designs if they are unique) but ultimately it is still easier than having to release it as a standalone; now the second form is the dreaded route of micro-transactions, which are basically a (now-warped) idea that originated on the PC community in the form of game companies selling non-game-play oriented items, and you often knew exactly or most of what you were getting with a chance for something even better, but obviously this has changed – with the help from titles like Call of Duty, Halo, and Destiny (all with very tied-together roots) – into something that is abused into a pseudo-gambling facade designed to showcase only the best yet fill you in with the common and worst of the bunch, as seen in the aforementioned titles, and now these mt’s sell game-play-oriented items like a better weapon or vehicle or a new boost in a game to give you “that edge”. The third way is by releasing sequels. Now the last one may sound silly but depending on the rigor of the studio, the odds are that they will reuse an engine at least one time for another game before designing another (an example is the Frostbite Engine). Though you still must design the new textures and write the story (which isn’t cheap), you still don’t have to drum up a new theme in art-styles or in the story aspects and you also don’t have to worry about designing a new engine. For those of you out there who didn’t know, designing a game engine takes both time and effort and is very expensive, especially when done from the ground-up. So reusing the engine will ultimately save time and effort, and it will save the headache of developers having to relearn what they were used to from the old engine. Now those three ways all tie into the saying the games aren’t developed in a ‘player-centric’ point of view anymore because they have been warped and twisted. As seen with Call of Duty, they abuse the power of all three, releasing DLC in these Season Passes (which is a way to have people dedicate to your DLC no matter what you put in it, and too bad if they don’t like it!), having mt’s containing advantages in the game instead of just cosmetics, and over-using a game engine {yes, in-case you didn’t know, Call of Duty has used the same engine since 1996, which has just been modified every time they needed to.} The central idea of that is that the companies are all building games with a cash oriented view, and their vision and insight is very, very short. They don’t want to take creative risks anymore for fear that the game might fail, and always want to copy the game making the most money. Now don’t get me wrong, I know and understand that at the end of the day video games are just an industry, and the point of an industry is to make money from consumers in a desirable way on both ends, but this industry isn’t about short-term, and that’s the problem with the execs who are making crazed decisions in an attempt to “milk the cow before she dies!” Just like with a Certificate of Deposit or a Savings Account, if you invest money and time and effort into them and be patient, the result is outstanding. Start with $100 and 5 years later that amount can grow substantially (not too much, but video games are a lot longer than a 5-year lifespan and are certainly more invested intake, however the point remains valid). Now for some that may be semantics and one person may not want to wait the time to get that money, and in their greed they don’t work for it either. You can make money two ways in an honest manner. You can either be patient and respectful or impatient but hard-working. Both, however, are completely fine methods if you do them right, but the execs are like cranky toddlers who want the best of both and want to leave the bad parts behind, which doesn’t work in our economical reality for long. They want to be impatient and appear respectful so they can reap in the cash. As highlighted before with the fact that sales and concurrent online numbers have been dropping in a trending pattern, this mindset simply doesn’t work and is very toxic for the gaming community as a whole, because they get a lot of money temporarily, which is all the other publishers and developers notice, failing to notice the communities within that are crumbling as a result (even Command and Conquer suffered from a similar business tactic gone bad…) In conclusion? Halo died when the publishers, Microsoft Studios, set their minds on the short-term because they were afraid for the future and that they might lost money for a while, instead of letting their developers take the reins and do things the way they wished. (As a sub-note, if you didn’t already know, the publisher is the one who makes the decisions and sets the dates and boundaries on a game most often now.)
Feel free to reply with any questions that you may have. If you’d like to reference what I said in the question to further clarify, copy it and embolden in quotations before your question so I can better help you. Thank you if you took the time to read, and just like the dev’s and publishers, I am open to criticism so long as you have a valid reason for it and can back it up.
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