I came across an interesting article the other day. Designing a kung-fu game that’s not about fighting.
Interesting read, explores how developers had trouble creating a new experience and how they managed to eventually do it. You should also check out this video if for some reason you haven’t already Sequelitis : Mega Man Classic vs. Mega Man X.
What does this have to do with Halo and the community? Their reception. Halo 4 introduce a few changes that they tried to force the community to accept, but never tried to teach. Kind of the opposite in comparison to previous Halo games. Lets look at a few examples.
In Halo 1 you come across a couple of Hunters and most likely have a hard time dealing with them. Unless you already learned how OP the magnum was or saw it in that gameplay intro trailer, there’s a good chance they crushed you a few times. Looking over a cliff the layout is designed to draw your attention to the crashed ship. There’s no enemies around, it’s the only “view”, and there’s a cliff on the opposite side that “stops” your attention from gazing beyond it. Looking down you see a crashed pelican and Cortana makes a comment about needing heavier firepower. This teaches you about the Rocket Launcher without beating your head over it.
You have trouble with Hunters > Cortana says she got a stronger weapon because of it > You find Rocket Launcher > You’re more inclinded to use it as you’re under the impression that it’s strong > Coming to the conclusion that the Rocket Launcher is rare but worth it, has excessive fire power, most likely giving you a short edge over your enemies.
But, duh right? Of course a Rocket Launcher would make you think that. Let’s look further along the franchise.
Halo 2, does a bad job at teaching you anything. Doesn’t really introduce you to anything. Is there any part in the game where you thought, “Oh, hijacking!”. No, would never know unless you saw the trailer. The only part I can really think of is when you jump behind a Hunter and he backhands you, teaching you that old trick won’t work as well anymore.
Halo 3 introduces equipment. Again, not introduced in the right way. When you pick up one you don’t know what it does, you’re not inclined to try it out because it may be really useful and you’ll waste it. The only real way to be introduced is via the enemies when they use it. Enemy throws a glowing blue orb. It takes your shields away and you duck under cover. You notice your shields aren’t going back up, “Oh! That equipment piece drains shields and prevents it refreshing.”. While it still had problems doing so, it still did a better job then Halo 2.
ODST does a much better job within the first few seconds of gameplay. IMMEDIATELY drops you out of a pod and you hit the ground, hard. Instant reaction, “Shields are gone, health is back. Better pick my battles carefully or recon them beforehand”. That, is in the first few seconds of the campaign (lets ignore cutscenes for the sake of discussion).
Looking back at Reach, it actully does a much better job then all Halo titles. There are plenty of opportunities that teaches you about fall damage (especially with the assassination achievement). Before your first battle you’re looking at a long stretch of road and hear, “Double time it!”. Reaction? “Double time? Move faster then normal? Like, running? I can run? hits buttons/LB Oh! I can run!”. You find Armour Lock. You approach it because it has a huge glowing green icon that immediately draws your attention. This teaches you about Armour Abilities, can only have one equipped and all function differently. Naturally, you swap out to test it. When that Wraith first fires you try out the new AA and come to discover that it prevents all damage. Similar with Jetpack, it’s right in front of you and you’re told to try it out. In a rocky area of various heights to teach yourself how it functions. In case you miss it, later in ‘Exodus’ you’re forced to use it to get through an area. It’s a short area too, as not to make you feel dumb for needing to learn it for so long.
This is probably why a number of people had problems with Reach. They probably jumped right into multiplayer immediately, turned a corner and saw someone flying and thought “WTF is this!?”. They were never taught, but feel like it was forced on them. Gaining resentment to the changes, as explained in the article.
There’s also the problem that ‘bloom’ was never correctly taught to the player. Probably why so many people had a problem with it. Could easily include a scene on top of a cliff looking at distant enemies and told, “Crouch and pace your shots Six”. A suggestion that you would try and learn how it works.
Now onto Halo 4. It does NOTHING to teach you about the changes. Nothing at all. Were you taught that sprint was now universal? No, not really. You’re probably still wondering what the quicktime event was for. There’s a sequence near the end of the level where you’re told to run. But think about it, you’re given an order to run, it wasn’t a suggestion as previous examples were. Probably causing resentment as people hate being told what to do.
What about new AAs? Not really taught how to use them. You walk past them in a hallway, no inclination to try them out, Cortana just tells you what they are I think. How can we know that the Knights are using AAs or that summoning up little robots is just a natural ability they personally have? You’re told to grab a jetpack in case you fall off the Mammoth. But, think about that for a second, you’re told to grab it in case you’re too stupid to sit on a giant truck. Is it a good idea? Yeah, but, you’re also challenged with not using it in order to ‘prove yourself’, probably carrying that train of thought into multiplayer.
The Mantis? You’re hyped up and told to use it. Not suggested to use it, told to use it, as it’s the only way to finish the level.
How about Ordnance Drops? They’re not in the campaign AT ALL (heck, did a better job in Reach during Firefight). Not once you are told what they are, how they function, how to use them, etc. Can easily teach players about them. Remove all power weapons and upgrades from the map. Have Cortana chime in, “Chief! I may be able to hack into their teleportation grid to move in some weapons or upgrades to your location. But if I do they’ll block access, so we can only do this rarely”, then have your options highlight for you. You’re not forced to use them, but it’s a suggestion. By implying limitation through dialogue you make the player think which one he really wants and to evaluate the situation to decide on what he wants. Can easily have Del Rio chime in with, “Chief, we may be able to launch drop pods with weapons for you, but our window is small. Give the order when you’re ready”. It gives and makes you feel the freedom to do what you want, when you want.
Granted, it’s not the best way to teach people and doesn’t fix the issue of people being taught when they go for multiplayer immediately, but better then nothing.
Extra note, this topic isn’t about multiplayer balance or whatever, but rather on how it can make people think about how it can improve the game, rather then resent it immediately.