The Perfect Halo Game - As I See It

Overview

I’ve been playing Halo games since Halo CE. I’ve enjoyed them all on different levels, but it seems every one of them improves in one area and detracts from others. Here I’m going to lay out what I believe to be the essential building blocks for the perfect Halo game; different features and elements from different Halo titles that have shaped the franchise. I think most people will agree that this list is more than a bit ambitious, but if even half of these ideas are implemented I think Halo 4 will be better off than any other Halo game to date.
This is my opinion, happy to add to the list if others have ideas.

Campaign:

-Flesh out Master Chief’s character - 343 has confirmed this and it’s about time

-Flesh out his relationship with Cortana - CE, 2 and 3 made this integral in their storyline and it will be great to see it continue

-Proper story for the Arbiter - I want to know moar, but without detracting from MC

-Covenant separatists involvement with UNSC

-Use of Elite, Grunt and Hunter separatists as squad mates possibly for missions, a la Halo 2

-Covenant as it stands after separation - Halo 2 gave us great perspective on the Covenant, as much as it is Master Chief’s story, knowing the enemy is just as important

-Information on Forerunners

-Status of the flood/gravemind - Don’t just gloss over it as if they are entirely defeated

-Big battles

-No stagnant AA portions or hand-holding - Let’s not do the ‘Use your jetpack to fly to derderp’, it’s stagnant, contrived level design and it feels pointless. If we are given armour abilities and if we need them for sections, let US figure it out. Some of us played Doom, Wolfenstein, Turok, shooters that made you figure out what you had to do on your own; some of us don’t need our hands held and if you ARE going to tell us what every button press does and when we should do it, at least allow us to turn that mechanic off. It’s frustrating.

-More tonal and intricate level design - Gravemind on Halo 2 always resonated with me, the opening sequence, the amazingly diverse and intense combat, the interwoven story as you watch the Covenant fall apart, Truth over the intercom, the amazing use of music that set the tone for each sequential portion of thelevel. It felt like a grand battle was going on, like you were in the middle of something huge, yet the environment was intimate. Halo CE and Halo 2 could create that atmosphere, but it was lacking in later games; please, for the love of God bring back those moments

-Less reliance on vehicular combat to indicate battle scope - The Maw, Gravemind, Uprising, these levels were designed for on-foot combat and still retained a grand scope, we don’t need wide open spaces conducive only for vehicular combat (which I find for the most part static compared to on-foot gameplay) to feel like we are in a large battle. I feel like vehicles were abused in Halo 3 and Reach in an attempt to make battles feel bigger. Vehicular combat was implemented far better in previous Halo titles and didn’t feel like a device.

-Make Legendary hard again - Halo CE on legendary was insanely difficult…well, the library was and Halo 2 was an experience for me like no other. Everything was against you and everything could kill you, especially sniper jackals. Halo 3’s legendary felt like Heroic and Halo Reach was even easier. I want that challenge back, having to plan every move, check every corner and know where every enemy is located before you even think about attacking.

-A good final level - The Maw was fantastic, enemies everywhere, plasma flying through the air, great combat variety and hunters exploding flood at every turn, all capped off with a warthog race to the finish line. The Great Journey on the other hand, despite the 3 minutes of entertainment of having Hunters and Council Elites crushing brutes faces was…lacklustre when it came down to it. Then we get to Halo 3 and it really went out the window. One type of enemy, everyone’s favourite; the flood. A barren snowcapped land of boredom and guilt spark firing its lazorz? It was boring to say the least, but at least we had the joy once again of careening through explosions in our trusty hog. Reach did well, big battles, tough enemies, but that final phantom whack-a-mole sequence with the cannon? Who honestly enjoyed that? Let’s get a final level with big battles, ground fights, dog fights, vehicular and on-foot combat, enemy variety and a cohesive story to hold it all together.

-More overall enemy variety – Halo 2 and Halo CE felt like they had more enemy variety, the battles intertwined flood and covenant battles. With Reach we got ONE new enemy (skirmishers) at the expense of another (drones), let’s hope this new foe gives us a bigger bunch of enemies that are interesting to fight.

-Final cutscene - Halo CE let you know more was on its way, with the start of a new trilogy, let’s kick-start it right and give us a cut-scene that will
leave us begging for moar.

-Vidmaster achievements – Bring them back and make them HARD. Halo 3’s final level, 4 players, only ghosts achievement was a blast. It took a while, most people probably had that one guy who kept dying, but it was still a great source of fun, it required team work and patience. ODST’s Endure achievement meant you needed a group you could trust, it was time-consuming, at times incredibly painful, tense and incredibly fun (for me anyway). Bring back these great sources of fun and make the word ‘Achievement’ mean something.

-If Brutes are in, strip them back a bit- As much as the Brutes in Halo 3 and Reach were far more interesting to fight than the bullet sponges of Halo 2 days, they just weren’t diffrentiated enough from Elites. I think if we are going to see Brutes, considering the Covenant’s fall from glory, we could perhaps see them in some form in between the two, to allow them to be different from Elites but still interesting to fight.

Multiplayer:

-Ranked playlists – 1-50 ranked playlists. I’m not a Reach hater, I rather enjoyed it, but let’s face it, it is not a team game, it is not a competitive game. I’ve had fun playing Reach, but it doesn’t feel like you are a part of a team, you are always out for yourself and that is because winning doesn’t matter; personal performance does. Winning needs to mean something again, because that is conducive of good team play. You will look after your team mates if their death means your loss, it may be just as self-interested, but it means that everyone on the team has a common goal and it sets the scene for far more team-based combat. Reach also lacked intensity, play Halo 2 or Halo 3 and you really get intense matches from ranked playlists. For instance, me and my doubles partner coming back from a 17-24 deficit in Team Doubles and winning. The intensity of that game was palpable and I will never forget it because of that. Let’s bring back the satisfaction, team combat and intensity of multiplayer that ranked playlists gave us.

-Social playlists – As much as I love ranked, we all need downtime, we all need simple fun. Halo Reach was good at this and without frustrated competitive players lacking motivation to enjoy the social elements of matchmaking, social playlists can once again fill the void for those people who just aren’t competitively inclined and can also be a place to relax for those who are.

-Retain Reach’s netcode – As an Australian gamer, Halo 2 and 3 made it difficult to stay happy while playing online. This wasn’t because the gameplay wasn’t fun, it was because due to lag, it was just impossible to have a cohesive game online. Reach fixed that and I have to say that overall, because of this I probably had a better time playing Reach than I did Halo 3, despite Halo 3’s multiplayer being a much better designed experience, simply due to the improved netcode. If we can combine the two experiences then overseas players can enjoy the game just as much as our American cousins.

-Credits – One issue with Halo 3’s social gameplay was that it didn’t have a way for casual players to feel like they had accomplished anything; until the EXP update that allowed ranks for social playlists. Credits give casual players something to work towards and if they are awarded across the board without discrimination, everyone can play the game the way they want and still get satisfaction out of it.

-Return of Invasion – I for one loved Invasion, it had an interesting goal to it, good gameplay and felt more team-based than other Reach gametypes. Hopefully with a few tweaks for Halo 4 we can fix the balancing a bit, which was at times pretty bad. Not sure how much sense this gametype will make from a canon perspective, but I’m sure they could work around that; training covenant separatists and spartans or something.

Some good, well thought out discussions about rank in Halo 4:
Halo 4 Ranks
Reach vs Halo 3

-Clan Support- If a ‘second friendslist’ isn’t possible, perhaps something as simple as a Clan Tag like COD’s could be implemented, something to show off your clan.

Thanks to- GrumbleDock

Custom Games:

-I want to see Custom Games return to their former glory - In Halo 2 this is where I spent most of my time, sure I dabbled in competitive play, but for the most part all I wanted to do was play Tower of Power, Clue or Zombies. People played with honour rules and the gametypes weren’t as deep as Halo 3 and yet I spent hours upon hours just playing with friends. Forge altered the landscape and the customisability of custom games grew amazingly and yet it never felt the same as Halo 2’s simple fun.

The return of superbouncing-I’m not sure if this was ever discovered to be deliberate or a glitch, but it always seemed like such a precise art that there was always some place for argument on the issue. Either way, if this was implemented just in Custom Games or even as a Forge Item I think the community would get some great nostalgic fun from it.

-Allow for custom game matchmaking -This could be the solution to my Custom Game qualms. Allowing us Custom Gamers a separate little portion of the matchmaking space would allow for great things; ideas could be shared, maps and gametypes put on display but besides all that, you wouldn’t need to find 16 friends to playtest your Big Team Battle map or your infection gametype, there would always be like-minded people ready to play.

Allow credits to be earned Implementing this so farming wasn’t possible would be hard, I know, but I know many people who play Custom Games as practise for MLG or Team Slayer and even more people who are deterred from playing Customs because it feels like a waste of time. I think if this was implemented it might bring Customs back.

-The option to stop turrets from being portable – A simple complaint, this feature ruined Tower of Power, because someone would always either pull off the Turret or jump on it and break it accidentally. A simple option in the Custom Games menu would fix it and bring TOP back from the grave

Forge:

Many of these have been cherry-picked from other threads about Forge, to try and get a larger scope of what the community wants.

-Undo Button- Fairly self-explanatory.

-Credits in Forge - There HAS to be a way to implement this properly, so that forgers can earn credits and progress doing what they enjoy

-A larger variety of objects

-Different palettes – So far, every forge map has had a specific palette it adhered to and each time, players got bored of either steel boxes, sandy blocks or forerunner objects. The ability to alter palettes of objects would allow for more individualised map-making and a more far-reaching forge experience.

-Merge objects – Snap objects together so they can be moved as one piece

-Landscape merging – Place objects in the ground, in mountains etc.

-Colour alteration – Similar to Reach’s, but with more customisability

-Weather effects/Time of day – PLEASE. I want rain.

-Interactive objects – Gates, buttons, automated doors, we’ve wanted these since Halo 3 and they would allow for amazing new gametypes and maps

-Weapons, AA, grenades and vehicles from all games – Forge isn’t canon anyway, so why make excuses as to why we aren’t allowed as much freedom as possible with Forge? Don’t stifle the community’s creativity by not having certain weapons or vehicles in Forge, or on certain maps, whether they seem like they would fit or not. This includes civilian vehicles.

-Water vehicles – Again, Forge isn’t canon, just one new water vehicle in Forge could allow for an endless supply of gametypes and maps. It doesn’t have to be part of campaign or matchmaking, just for a bit of Forge fun

-Landscape editing – This may be impossible, but it’s the next logical evolution of Forge. The ability to place water tiles, grass, dirt, design entire landscapes from scratch and play on them. Sure, it may make for long download times, but considering the ability the community has to rate maps and gametypes, you can easily identify what’s worth the download and what isn’t.

-A larger and more diverse ForgeWorld-If a landscape editor isn’t possible then we at least need a more diverse version of ForgeWorld. Either one map that can be altered (possibly with pregame options) to have different palettes such as sand, snow etc. or a many different ForgeWorld maps with different palettes. As much as ForgeWorld was great, it ended up like all the previous Forge maps; you were limited by your surroundings. We either need a bigger, more diverse Forge map with proper indoor spaces, climates and palettes, or we need a range of maps that can give us those things.

-Placeable Bots – This is a long shot and to be fair, we have Firefight already. But if this was implemented along with the Landscape editing, we could have entire campaign maps created by the community.

-Large vehicles – Phantoms and Pelicans don’t have to be in regular multiplayer, but as Forge components they would be fantastic. Whole new gametypes could be constructed around them and it’s what players have been waiting for since Halo 3 Forge came out.

Here are some great posts from other users with Forge Ideas:
Halo 4 Forge Thread
Top 3 Forge Needs
Wishes for Halo 4 Forge

FireFight:

-Forgeable Firefight maps – It would likely have to be limited, as certain complexities in coding wouldn’t really be doable in Forge and therefore would need to be left uneditable. But even just basic forging, possibly with enemy spawns being editable as well. I can see a lot of game-breaking problems with this though, so it would probably be fairly restrictive, still good fun though.

-More close-combat maps – ODST had many more maps based on defence, Windward was fantastic and gave me most of my Firefight fun. Tighter maps meant more team work, more strategic fights, more tense moments and less picking off enemies from afar. Don’t by any means remove all large open maps, because some people love vehicular combat in firefight, but some more tight maps for us on-footers would be fantastic.

-Flood Firefight - Whether they are in Halo 4 or not, I think it would be a big missed opportunity for the Flood not to be in Firefight. They would be a great adversary and would extend the replayability of Halo 4. Not to mention add variety to the Firefight enemy line-up, especially when mixed in with others.

General Ideas:

-More Spartan Colours- Reach gave us a bunch of new armour permutations but still lacked a significant colour palette for Spartans. It’s not a huge deal, but it makes a difference when customising your Spartan.

-Emblems from other titles- Where is my Snake Emblem? Why remove emblems in the first place? I doubt they take up that much data that it’s worth it and some of us (like me) have been using the same emblem since Halo 2, only to discover it gone in Reach. Were snakes not invented when Reach was attacked?

-The return of Dual-Wielding- As much as this is a contentious issue, I think most people can agree that it had its place in multiplayer. You didn’t have to dual-wield and as it stood in Halo 3, most people didn’t, but the option was there if the situation called for it. It added another dimention to competitive play and added ‘that guy with an SMG and a Plasma Rifle’ into social play. Plus you could tear Elites apart on H2 legendary with the PP and Magnum combo. Even if it was just implemented into Customs and Forge, it would be good to see some double pew, pew action.

Improved AI- It goes without saying that 343 will try and improve AI with Halo 4, but with regard to my previous points, I would hope that they look back on previous Halo titles to gain some perspective of what is truly interesting AI and what, in Reach, was a little stale.

Thanks to:

Sliding Ghost

Overall, these are features that I believe would make Halo 4 the perfect game, but I have probably forgotten things. Tell me what you guys think I should add to the list, or just flame the living hell out of me for wasting my time writing this.

Check out this post as well, as I think it represents not only the community’s opinion, but a great truth behind success; it also further reinforces my ideas here and the need to look back rather than forward when it comes to innovations in a franchise as loved and respected as Halo:
Big Gamble

I don’t agree with some of your ideas, but some of your ideas are good. I will say that flying a Pelican has always been a want in Halo. Every single time a new one was released, what do you think one of the largest requests is.

I can’t believe more people haven’t replied to this; this is exactly what I want in a game - any game. Halo has so much potential and after H2 the quality in the series dropped in stages-Reach being the killing blow.

I agree entirely. Firefight forge and placing AI is currently impossible (or as close as)sadly. I would love to see the elephant being able to be forged or entire detailed structures too.

I would also like a wide range of map environments including a flood map (a city overrun by flood? or a flood infested jungle?). I also want all maps to be fully forgable (to the same extent as forgeworld)

It’s also nice to see a positive attitude on the forums, we need more people like you.

> I can’t believe more people haven’t replied to this; this is exactly what I want in a game - any game. Halo has so much potential and after H2 the quality in the series dropped in stages-Reach being the killing blow.
>
> I agree entirely. Firefight forge and placing AI is currently impossible (or as close as)sadly. I would love to see the elephant being able to be forged or entire detailed structures too.
>
> I would also like a wide range of map environments including a flood map (a city overrun by flood? or a flood infested jungle?). I also want all maps to be fully forgable (to the same extent as forgeworld)
>
> It’s also nice to see a positive attitude on the forums, we need more people like you.

Why thank you sir. I think I’ve been building up to this post for a while, I have had great fun with every Halo title, all on different levels, for different reasons and in different game modes. I think people need to accept video games for what they are and realise that video game companies are always trying to give the best experience for their players, sometimes they do it for the money, but I’ve always felt 343 and Bungie do it for the fans; so I can’t see any reason to attack them.

I feel like suggestions and conversation on the forums is a more adult way to get their attention, because I’m sure they skim these occasionally :wink:

I had to read it because I didn’t want such a long post go wasted. I must say I definitely am not disappointed with what I just read. I agree with all the points you made in the post. Especially the campaign part was exactly what I want from a good Halo campaign.

When it comes to campaign, Halo CE had the best gameplay and Halo 2 the best story. For Halo 4, I would like the qualities that made both campaigns so amazing implemented into Halo 4. Take the Legendary gameplay for example, in Halo CE it was a true challenge, but didn’t feel too slow. You just needed skill and you could move through the level rather quickly because the encounters allowed you to surprise your opponents. In the later games I see the problem being that the enemies always now you’re coming. This makes the gameplay boring.

Halo CE and 2 also had amazing atmospheres. The atmosphere could be anything from mysterious to scary and from sad to happy. This was not only caused by the art and story design, but the music. Halo 2 really had the most diverse soundtrack, ranging from sad songs such as Ghost of Reach to joyful songs such as Peril. This always made the campaign experience more interesting.

Wow, I agree with almost everything. And especially about the forge stuff. I use forge all the time and i never get anything from it D:. I think if credits do return, forgers can make credits by how popular their project is. For example if their project it #1 on the downloaded list then the forger who made it gets 500,000 cr credits (or something like that) It would be a one-time thing so you could only get one “prize” per project. Or it could be based on a monthly basis, top downloaded after a month gets 250,00 cr or something like that.

Also, I think it would be awesome if their were an “official” custom game lobby. I always have trouble getting people to play meh custom games so maybe the top 10 custom games each week would have a playlist (or whatever its called) dedicated to them.

I agree with almost everything up there. Nice job!

> I had to read it because I didn’t want such a long post go wasted. I must say I definitely am not disappointed with what I just read. I agree with all the points you made in the post. Especially the campaign part was exactly what I want from a good Halo campaign.
>
> When it comes to campaign, Halo CE had the best gameplay and Halo 2 the best story. For Halo 4, I would like the qualities that made both campaigns so amazing implemented into Halo 4. Take the Legendary gameplay for example, in Halo CE it was a true challenge, but didn’t feel too slow. You just needed skill and you could move through the level rather quickly because the encounters allowed you to surprise your opponents. In the later games I see the problem being that the enemies always now you’re coming. This makes the gameplay boring.
>
> Halo CE and 2 also had amazing atmospheres. The atmosphere could be anything from mysterious to scary and from sad to happy. This was not only caused by the art and story design, but the music. Halo 2 really had the most diverse soundtrack, ranging from sad songs such as Ghost of Reach to joyful songs such as Peril. This always made the campaign experience more interesting.

Agreed.

Glad there are some people out there who agree and Banhammer, I like your idea, although I think 500k CR might be a bit extreme haha. But possibly some form of prize for getting a good amount of downloads could be good, but that could lead to people spamming others for downloads.

Yes, yes, yes! These ideas are excellent. How much fun I’d have on Halo4!

I’ve added some extra ideas and a link to another Forge thread with some great ideas. Hopefully I can get some more input from the community before this thing dies completely, as I put a lot of work into this.

Not sure if this is counted as a simple ‘bump’ but the purpose here was really to signify my edits and get opinions from other users.

all of it would be great

You, sir, are intelligent, haha. I can agree with pretty much everything you said, and I’m glad that unlike some people you realize that some things just aren’t likely (like the terrain editor) or would need to have limits to them (like Firefight forge).

One thing that might be good for firefight forge though is to be able to run a simulation round in fast forward. maybe you can place a beacon and see how the AI move around the map to make sure they don’t get hung up on anything. One of the biggest problems i see is that last I heard, maps in halo have to be coded so the AI can know where to go. if you suddenly add a wall where there was one, and the coding does adapt, you will have AI trying to walk through the wall and getting nowhere. That, and maybe allow the truly dedicated to take a look at the actual pathing (I remember seeing it on an ODST ViDoc) and be able to drag, add, or remove markers to be able to mold the map more to your liking.

One other thing, imagine if the AI could pick up weapons from the ground and use them? maybe a bad idea, but if you place it as an option in the game type, you would have to be careful every time you decide that you don’t need that FRG or Sniper

Your ideas for Campaign and Matchmaking are good as well. I for one am glad that you didn’t get into arguing specific mechanics and stuck more to generalities.

Bravo sir, i agree with everything you said. Its all very logical and i think its something both casual and competitive players can get behind. This is the halo game we need to bring us together as a community and get back on top.

I like this thread. Consider it favourite’d. Now, on to my opinion.

I do agree to the most part with your topic however I also have to disagree with the difficulty of Halo Combat Evolved as it was not exactly difficult on legendary, just repetitive with long missions. This kind of made it a bore. I know it almost entirely cancelled speed runners out (there are some pretty good times though). I just don’t want Halo 4 to have a game like Call of Duty’s difficulty, which I’m quite right to say is ‘cheap’. It has those never ending hoardes of evil terrorists, -Yoink!-’s etc. and kind of gets a bit frustrating.

> Glad there are some people out there who agree and Banhammer, I like your idea, although I think 500k CR might be a bit extreme haha. But possibly some form of prize for getting a good amount of downloads could be good, but that could lead to people spamming others for downloads.

To me it’s not extreme. If you are cheating you shall be dealt with!!!

> > -Covenant separatists involvement with UNSC
>
> It would be pretty cool if you are half way through the game, you get to go to the Sangheili planet and help Arbiter fight the Loyalists.
>
>
> > -Use of Elite, Grunt and Hunter separatists as squad mates possibly for missions, a la Halo 2
>
> That would be awesome, especially with a Hunter, but I’m not sure that they joined the Sepratists, I’m pretty sure mainly Sangheili left the loyalists, correct me if I’,m wrong.
>
>
> > -Information on Forerunners
>
> It’s not confirmed, but I think the big planet in the trailer is a Forerunner shield world, and they’d be crazy not to give Information on them. Maybe some sentinels and -Yoink- on the planet, if not Forerunner themselves.
>
>
> > -Status of the flood/gravemind - Don’t just gloss over it as if they are entirely defeated
>
> Yeah, but I think we can save them for the second or third game in the trilogy. Don’t wanna keep all your eggs in one basket. A situation I though of is the Forerunner/Precursors, whoever it may be could maybe develop their own type of Flood and deploy their spores on Earth?
>
>
> > -Big battles
>
> I don’t think that there are enough big battles. You might get up to five or six marines with you, but most of the Combat in the Campaign involves you killing everyone, I think there should be more scenarios where you get a landscape, like Firefight to kick -Yoink- in with an army of Marines.
>
>
>
> > -A good final level - Then we get to Halo 3 and it really went out the window. One type of enemy, everyone’s favorite; the flood.
>
> I personally loved the last level of Halo 3. Sure, it was too dependent on the warthog, but it felt epic, and that’s how Halo is supposed to feel. To me, anyway.
>
>
>
> > -More overall enemy variety – Halo 2 and Halo CE felt like they had more enemy variety, the battles intertwined flood and covenant battles. With Reach we got ONE new enemy (skirmishers) at the expense of another (drones), let’s hope this new foe gives us a bigger bunch of enemies that are interesting to fight.
>
> If I am right about the Forerunner, I’m sure we’ll get a good plenty bundle of new enemies. I also heard someone talk about a ‘flamethrower’ hunter. :smiley:
>
>
>
> > -If Brutes are in, strip them back a bit- As much as the Brutes in Halo 3 and Reach were far more interesting to fight than the bullet sponges of Halo 2 days, they just weren’t diffrentiated enough from Elites. I think if we are going to see Brutes, considering the Covenant’s fall from glory, we could perhaps see them in some form in between the two, to allow them to be different from Elites but still interesting to fight.
>
> Bring the brute gun back!

Very good thread, I can’t really fault anything. It all seems reasonable and possible to implimemt. Although, as you say yourself, some of the things are less likely than others.

As much as I would like to see more from the Arbiter’s perspective, I don’t thinks it’s going to fit in with the direction 343 will be taking the reclaimer trilogy.

Bots in customs and forgeable Firefight would be incredible, but the AI’s path finding would need to be ridiculously good.

As for matchmaking, I’ll be honest I skipped over it, I’m sure I’d agree with most of your points but I can’t look at a Halo 4 matchmaking post without feeling physically sick!

Just a side note of unimportance: I found Halo 3’s legendary to be far easier than Reach’s, but I agree that theycare both a cake walk compared to the Halo of days gone past.