Teaching changes, not forcing them.

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.

> 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.

You make some very interesting points; I’d never thought of that before. However, I find it difficult to believe that the resentment towards Infinity from any significant number people stems from a lack of knowledge (through teaching).

> 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.

The first thing I do whenever I play a new game is press all the buttons to figure out what each does. I figured out in the first 30 seconds of gameplay how to sprint. Not only that, but there’s a large icon in the Start menu called “Controller” that shows you the controls.

Games are currently trending away from teaching you the basics as previous Halo games did. I like that–some things, such as which button is jump or whether or not Y-axis looking should be inverted, are so basic that they shouldn’t have to slow down the game to teach you.

> 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?

Initially, I thought it was just an extra ability too. Until I happened to run over a dead Knight and was presented with a “swap for Autosentry” message, and I also saw Autosentry as an option in the Loadouts menu. It was pretty obvious to me.

> 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.

Definitely agree with this. Personal Ordnance made 0 sense–I had no idea wtf made it occur until I watched a video on it, which should never happen for one of the main features in a game. I had no idea what the difference was between Personal, Random, and Initial Ordnance until I started frequenting these forums.

It’s not just about teaching new features, but showing how good it can be. Have a look at the Xbox One reveal, they told everybody all the changes but never explained or showed how beneficial those changes can be (which was overkill on top of everything else they messed up with).

Making sprint universal was a big change in Halo 4 and they should have taken some time to show it to people instead of expecting everyone to just accept it. Yeah, everybody can easily just press all buttons or check the controller, but it still doesn’t really show how everything works and doesn’t teach you.

Very good article. At least someone agrees on the Bloom with me. I didn’t click the link, but I assume it’s Egoraptor before GameGrumps

> 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.

Kaiser brings up a very good point here. Notice how the AAs in Halo 4 are practically indistinguishable. The AAs in Reach had holograms over them that made them easy to identify.

Anyways, the Jetpack was indeed presented better in Reach. In Halo 4, the moment you pick it up, the Mammoth immediately starts moving. It’s comes too late when you end up getting off of the Mammoth and realize the fuel has been drastically nerfed when it’s time to get back on.

Also, I find it ironic how Halo 4 gives you HUD instructions for meleeing (particularly during a QTE) but neglects to mention sprinting at all…

Yeah, the crouching feature should have been presented in a scene. I mean, I like having hidden features (i.e. automatic pistol in CE, Ghost weak spot in Halo 2, etc.) but things like crouching to reduce Bloom is pretty instrumental performance-wise.

> 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.

Spot on.

I see your point. Preference though i kind of prefer this. Recently i was forced into a 20 minute tutorial for GTA online. Not only was it poorly explained but i was not taught everything in the time i was forced. I got tips all day that day while playing online outside the tutorial.

I think it’s great when FPS games and other genres were starting out on console that the devs took time to teach the game. But in todays market i feel it’s not needed.

Reach actually teaches pretty well to the new player. I remember at some point in the first mission, it teaches you how to look around, and use the motion tracker. Halo 4 assumed that you played Reach, you got super hyped and watched every single video about it.

> Reach actually teaches pretty well to the new player. I remember at some point in the first mission, it teaches you how to look around, and use the motion tracker. Halo 4 assumed that you played Reach, you got super hyped and watched every single video about it.

Oh yeah, originally in previous Halo games they do a simple point towards the light test on Easy and Normal, then ask if you would like inverted. ODST makes it more immersive by having you punch button/latches to open the pod. For Reach it was better by flying over wreckage and looking at it directly, then asked for inverted controls if you would like while landing, not feeling like it’s pausing the game. You don’t land until you do look at it, and if you avoid it you’ll eventually land anyways.

Also takes a moment to have a tiny jackal run across the rooftops for a blip on your radar. Previous games they just throw you in. Although for Halo 1 they have you running and avoiding combat where you can learn about it.