> in·cen·tive - [in-sen-tiv]
> noun
> 1. Something that incites or tends to incite to action or greater effort, as a reward offered for increased productivity.
The only thing that will make Halo 4 an instant hit, is if there is incentive to win games.
What am I talking about? I’m talking about when you play in matchmaking with your friends, against other friends. When you win, you get something that the losing team cannot have. This is commonly referred to as experience, credits, points, visible rank etc. When two teams are fighting over the same objective to get something, it’s only because it can be awarded to one team.
Lets look at the history of Halo games on Xbox Live:
- Halo 2: Visible 1-50 ranking system; If you lost a game, you lost rank; if you won a game, you gain rank and experience
- Halo 3: Visible 1-50 ranking system; If you lost a game you lost rank; if you won a game, you gain rank and experience
- Halo Reach: Invisible 1-50 system (barely) :If you lost a game, YOU RANKED UP; If you won a game, you gain credits to rank up.
See the problem?
In Reach if you lost a game you still earned credits and ranked up. Nothing screams no more incentive to win with a ranking system like that. In fact, the whole commendation system encourages not even caring about winning the game. Why isn’t there a multiplayer commendation for actually winning games?
Why many people are arguing is because of that last fact on Halo Reach. If you lost a game, you ranked up. How does that make any sense. From first hand experience, and I’m sure others can agree with me on this:
> “In the Halo 2 and Halo 3 ranked matchmaking system, even after level 20, how many players were actually trying to betray, team-kill, AFK, and cause YOU to lose the game?” barely any, if at all.
With a ranked matchmaking experience and the incentive to win, players are going to actually try to work together and win, rather than doing nothing to help their team out. It’s mind blowing to hear from young players that have played Reach, complain about Team killing, AFKing, and Betraying - yet the DON’T want an incentive to win for matchmaking?
That is the missing piece of the puzzle. You HAVE to create that incentive and REASON for players to win a game. Otherwise as awesome as you can make all the guns, weapons, vehicles, armor or whatever in Halo 4, if there is no reason to win games - you’re just going to end up with another Halo Reach, just expect more Team Killing, Betraying, and AFKing.
Because in all honesty, the reason people do those things, is because they can. Yet, they STILL rank up for it. I want this fixed.
Sincerely,
An avid poster and follower of the entire Halo series.