Simple Tasks

Objectives do not need to be unnecessarily complex.

Collect an object: Capture the Flag, Stockpile, One Flag

Secure an area: King of the Hill, Plots, Territories

Deliver an object: Assault, Ricochet, One Bomb

Kill players: VIP, Juggernaut, Headhunter

Gametypes do not need to be overly complex.

Weapon specific: SWAT, Snipers, Griffball

Vehicle specific: Race, Rocket Race, Hog Potato

Simon says: Fiesta, Sharp Shooter, Gun Game

Asymmetric teams: Murder Mystery, Infection, Invasion

Even Invasion, one of Halo’s most complex gametypes, simply combines existing objectives into a larger, multi phase battle. Complexity through simplicity.

oh ok, cool

And your point is?

Glad we cleared that up.

Yes.

> And your point is?

If we look at Halo 4’s gametypes, they are all more complicated than previous iterations of the same gametypes. Ball throwing makes Oddball more complicated. Flagnum makes CTF more complicated. Extraction is a more complicated version of Hill/Territories.

Instead of making the objectives themselves more complex, Invasion stacked them in progressive phases.

Instead of making CTF itself more complex, “2-Flag Slayer” mixed CTF and Slayer together.

Linear Progression Flood maps/gametypes add an objective element to this aging community gametype.

What ways could objectives be mixed into gameplay without making them overly complex?

> > And your point is?
>
> If we look at Halo 4’s gametypes, they are all more complicated than previous iterations of the same gametypes. Ball throwing makes Oddball more complicated. Flagnum makes CTF more complicated. Extraction is a more complicated version of Hill/Territories.
>
> Instead of making the objectives themselves more complex, Invasion stacked them in progressive phases.
>
> Instead of making CTF itself more complex, “2-Flag Slayer” mixed CTF and Slayer together.
>
> Linear Progression Flood maps/gametypes add an objective element to this aging community gametype.
>
>
> What ways could objectives be mixed into gameplay without making them overly complex?

Ah I see. At first I was wondering what this meant going into Halo 5, but you explained it well.

I agree, and want to add that complexity could and should be added through dynamic, controllable map properties. For examples, the gate and bridge in Zanzibar. Objectives should be simple, but maps don’t have to be as simple.

I don’t think it makes it complicated in a bad way…