Why is 343 trying to be Activision/Treyarch?

Before everyone flips their lids, I play all games on all systems. (minus sports games)
Zero bias toward either side.

With 343 behind the wheel, Halo has started making a gradual shift from slow, semi-casual gaming to fast-paced Counter-Strike-esk eSports. (ew, hate that term)

Starting with Halo 4, 343 made the jump straight for loadouts, linear gameplay, and stripping out previous customization options. Okay, so not exactly CoD, but semi-similar.

Then Halo 5 came out.

Halo 4 was an awkward transition. Halo 5 was 343 saying “screw originality; let’s be like everyone else!” And so the issues of selling out blew over as everyone tried to figure out when Halo stopped being itself.

Comparison time!
Features suspiciously added between the franchises at the same time?
(Spartan/Exo) Slam (H5, Advanced Warfare)
Aim-assist that can spin you 90* (H5, BlOps 3)
Term “eSports” (ew)
Parkour Movement (H5, Advanced Warfare, BlOps 3)
Microtransactions (Every game ever post 2012)

We’re approaching the point where the two/three either work cooperatively on a game, merge as a company, or make a crossover game.

Conclusion?

343, please stop nicking ideas from other fps devs, and start being original.
Or just make sure to get ideas from Bungie exclusively.
Like selling the Halo franchise.
Or firing some execs.
:slight_smile:

If they were then we be paying 10$-40$ for each monthly update … So no.

Edit: I’m not going to touch the rest of the flame bait.

I agree. It looks like halo but doesn’t feel like halo.

Still plays and feels like Halo, but that’s just like, my opinion, man.

> 2533274909139271;2:
> If they were then we be paying 10$-40$ for each monthly update … So no.
>
> Edit: I’m not going to touch the rest of the flame bait.

Acti do not charge $10 - $40 for monthly updates. It’s yearly updates.

Meeh. Whatever you say. I find Halo 5 to be fun and Blops 3 not.

Yeah 343 do seem to be copiers more than innovators. Bungie also started copying others in the end as well.

> 2533274824002906;7:
> Yeah 343 do seem to be copiers more than innovators. Bungie also started copying others in the end as well.

Not as badly though. The forge improvements, infection, firefight, and invasion were all hugely welcomed and added to the franchise. Everything else (the stuff taken from elsewhere) was met with disdain and complaints.

It’s hard to find things of 343i’s that weren’t either taken from previous Halo or the big titles the 343i titles are competing with.

Its not so much copying them, as trying to cater to what they think people want. Their last two releases were disasters and they learned their lesson but they still push the limits of what Halo fans will tolerate.

Look at it this way, when you as a developer see fans leaving Halo, which apart from Halo 4 has basically been the same formula since launch, you wonder why and then try to woo them back. A lot of people quit after Halo 4, and even more followed when the MCC launched with more bugs than a Florida swamp. Most of them went to COD and Battlefield to get their shooter fix, so when they see things like BLOPS and AW succeed they are naturally going to follow.

Note I’m not defending them, just pointing out the reasons. I prefer my Halo simple and classic, and I love Halo 5.

Halo is a fun competitive game and they are trying to foster a larger competitive scene around it because that would give halo as a brand more attention.

Halo is part of the modern first person shooter video game industry. Industry trends will influence its direction. Halo was always massively influenced by many games, but was not in direct competition with them because they were on the PC. Incidentally, most of the mobility options that are becoming popular are also influenced by those exact same old PC shooters. (and Halo actually was the first big console shooter to announce they were going in this direction, they released a spartan ability teaser before Advanced Warfare was even announced)

Halo was never actually a small casual endeavor to make a fun little shooting game. It was intended to be a huge showpiece for Apple, a giant corporation. Then it changed hands to Microsoft. It was on the cover of every gaming magazine for multiple years before it came out. Its story ended with a tease for a sequel. It was ALWAYS intended to be big, ambitious, loud, and on the bleeding edge of the latest trends.

Halo 1 was the 2000 version of that. Halo 5 is the 2015 version of that.

Halo 5 is a well-made game that you are free to enjoy or not enjoy.

your own lack of enjoyment doesn’t mean that 343 ruined everything.

there’s no controversy here.

you are just used to being able to pretend everything is because you’re on the internet.

> 2533274884387290;9:
> when you as a developer see fans leaving Halo, which apart from Halo 4 has basically been the same formula since launch,

Wait, what?

People only started leaving after the developers (both of them) changed the formula. Reach, Halo 4, H5G… none of them play like OG Halo. It’s a dead giveaway as to why customers leave the franchise, yet nobody in the higher-ups either seems to notice or seems to care.

> 2533274859755618;10:
> It was ALWAYS intended to be big, ambitious, loud, and on the bleeding edge of the latest trends.
>
> Halo 1 was the 2000 version of that.

I know of no games around the time of the millenium save Halo CE that had a grenade hotkey, melee hotkey, seamless onfoot-vehicle-transition, two-weapon-restriction… or rechargable shields for that matter. What “latest trends” was the game following in your opinion?

> 2533274801176260;11:
> > 2533274884387290;9:
> > when you as a developer see fans leaving Halo, which apart from Halo 4 has basically been the same formula since launch,
>
>
> Wait, what?
>
> People only started leaving after the developers (both of them) changed the formula. Reach, Halo 4, H5G… none of them play like OG Halo. It’s a dead giveaway as to why customers leave the franchise, yet nobody in the higher-ups either seems to notice or seems to care.

I’m talking about a slow change in formula, sorry I was unclear. There was a clear natural progression from CE to Reach but all throughout they kept the basics which was the “golden triangle”: Meele, grenade, gun. This made the game universally welcome to people who preferred simpler and slower gameplay, especially when you had twitch shooters like COD adding more complicated and often unbalanced things.

The progression really started in Halo 3, with the addition of equipment, this led to Reach and it’s Armor Abilities, and you’re right, some people left, but most left after the Title Update that 343 pushed out after it took over. Halo 4 is what interrupted the progression with loadouts and they took Armor abilities too far with perks and unbalanced gameplay. When you look at the numbers, after one year Halo 3 had over 1 million players still, Reach had 900K at its one year, and Halo 4 had something like 30K. I think those numbers speak for themselves, don’t you?

> 2533274884387290;13:
> > 2533274801176260;11:
> > > 2533274884387290;9:
> > > when you as a developer see fans leaving Halo, which apart from Halo 4 has basically been the same formula since launch,
> >
> >
> > Wait, what?
> >
> > People only started leaving after the developers (both of them) changed the formula. Reach, Halo 4, H5G… none of them play like OG Halo. It’s a dead giveaway as to why customers leave the franchise, yet nobody in the higher-ups either seems to notice or seems to care.
>
>
> I’m talking about a slow change in formula, sorry I was unclear. There was a clear natural progression from CE to Reach but all throughout they kept the basics which was the “golden triangle”: Meele, grenade, gun. This made the game universally welcome to people who preferred simpler and slower gameplay, especially when you had twitch shooters like COD adding more complicated and often unbalanced things.
>
> The progression really started in Halo 3, with the addition of equipment, this led to Reach and it’s Armor Abilities, and you’re right, some people left, but most left after the Title Update that 343 pushed out after it took over. Halo 4 is what interrupted the progression with loadouts and they took Armor abilities too far with perks and unbalanced gameplay. When you look at the numbers, after one year Halo 3 had over 1 million players still, Reach had 900K at its one year, and Halo 4 had something like 30K. I think those numbers speak for themselves, don’t you?

There was a very clear difference with Halo 3’s equipment though.

It was a pick up-able item. Like a vehicle or power weapon. It did change the gun fight you were in, but you didn’t spawn for it, you had to pick it up. When you died you lost it, and potentially gave it to the other team. It was fair.

This is why for years me and others argued AAs should be pick up-able items, that dropped upon death.

Both Reach and Halo 4 played better when you took AAs and sprint out. They both still had other issues, like bloom and flinch, but having a gameplay/gunfight modifier like AAs or SAs interferes with the game at it’s very base level and in every fight you have, not just the odd one or two. Remember having a sniper camo guy, or vehicle going around would create a focus, an enemy that was a clear threat that needed to be taken down. In Halo 4 and 5, every body is all doing the same stuff, they are all super powered from the start, that is what creates the issue. Maybe in Halo 6 a jetpacker, or even an armour lock guy (yes I said it, I can envision a Classic Halo game that has armour lock) can be a power player going a round that has a power item you want to take from him.

That’s why I’m campaigning for all that fluff to be taken out. And of course I feel like this needs to be said, not because of you but because there’s always one. But I’m not against change, I wouldn’t straight out remake Halo 2 or 3. I’d use them as base gameplay models and then try to build up from there in ways that AAs and SAs actually fit in with the gameplay, not force the gameplay to fit them.

Well the micro transactions is easily explainable. Since they are essentially handing us DLC for free, they have to cover their losses somehow since they are kind enough to give us cool stuff for free. The movement system is nothing like Black Ops 3 or Advanced Warfare considering that in them games you have to press one button and you can cover more distance in those games, Halo 5’s version is mainly used to traverse the environment or escape danger.

> 2535419713298100;15:
> Well the micro transactions is easily explainable. Since they are essentially handing us DLC for free, they have to cover their losses somehow since they are kind enough to give us cool stuff for free.

I always feel like Sheldon when it comes to sarcasm on the internet.

Money of course

> 2547348539238747;14:
> > 2533274884387290;13:
> > > 2533274801176260;11:
> > > > 2533274884387290;9:
> > > > when you as a developer see fans leaving Halo, which apart from Halo 4 has basically been the same formula since launch,
> > >
> > >
> > > Wait, what?
> > >
> > > People only started leaving after the developers (both of them) changed the formula. Reach, Halo 4, H5G… none of them play like OG Halo. It’s a dead giveaway as to why customers leave the franchise, yet nobody in the higher-ups either seems to notice or seems to care.
> >
> >
> > I’m talking about a slow change in formula, sorry I was unclear. There was a clear natural progression from CE to Reach but all throughout they kept the basics which was the “golden triangle”: Meele, grenade, gun. This made the game universally welcome to people who preferred simpler and slower gameplay, especially when you had twitch shooters like COD adding more complicated and often unbalanced things.
> >
> > The progression really started in Halo 3, with the addition of equipment, this led to Reach and it’s Armor Abilities, and you’re right, some people left, but most left after the Title Update that 343 pushed out after it took over. Halo 4 is what interrupted the progression with loadouts and they took Armor abilities too far with perks and unbalanced gameplay. When you look at the numbers, after one year Halo 3 had over 1 million players still, Reach had 900K at its one year, and Halo 4 had something like 30K. I think those numbers speak for themselves, don’t you?
>
>
> There was a very clear difference with Halo 3’s equipment though.
>
> It was a pick up-able item. Like a vehicle or power weapon. It did change the gun fight you were in, but you didn’t spawn for it, you had to pick it up. When you died you lost it, and potentially gave it to the other team. It was fair.
>
> This is why for years me and others argued AAs should be pick up-able items, that dropped upon death.
>
> Both Reach and Halo 4 played better when you took AAs and sprint out. They both still had other issues, like bloom and flinch, but having a gameplay/gunfight modifier like AAs or SAs interferes with the game at it’s very base level and in every fight you have, not just the odd one or two. Remember having a sniper camo guy, or vehicle going around would create a focus, an enemy that was a clear threat that needed to be taken down. In Halo 4 and 5, every body is all doing the same stuff, they are all super powered from the start, that is what creates the issue. Maybe in Halo 6 a jetpacker, or even an armour lock guy (yes I said it, I can envision a Classic Halo game that has armour lock) can be a power player going a round that has a power item you want to take from him.
>
> That’s why I’m campaigning for all that fluff to be taken out. And of course I feel like this needs to be said, not because of you but because there’s always one. But I’m not against change, I wouldn’t straight out remake Halo 2 or 3. I’d use them as base gameplay models and then try to build up from there in ways that AAs and SAs actually fit in with the gameplay, not force the gameplay to fit them.

Fair enough, agree to disagree here I think. Though I will make one last contribution before I go to bed, I’ll check back tomorrow for a reply.

To me, Halo 3 was great, it was also the first game I payed for Live to play though I played a lot of Halo CE and 2 online and off, so I view it with a lot of nostalgia, but I always preferred Reach because of the AA. Hear me out, Bungie went to great pains to try and balance the limited loadouts, which was cool, and I liked being able to choose an ability instead of relying on luck. Balance was there because everyone had it, instead of being locked behind progression or REQs.

Where I see a very jarring change is when 343 introduced the custom loadouts and power weapon drops, in what still seems like a blatant attempt to wipe out the old style. This allowed people to build overpowered loadouts with weapons like the Boltshot, it was like giving every player the ability to spawn with a Shotty. This went too far for me, and I stopped playing except when with friends. Now I take your point about a droppable armor lock, very cool idea. I love the concept of a power ability instead of a power weapon, pickups are different. But I really loved being able to choose a balanced loadout which fit with my strategy and play to my strengths.

I actually never ever had a problem with bloom, I know lots hate it but I think it made long range shooting more of a skill contest than games without.

I now prefer Halo 5, content aside, because the SA is balanced and equal, and doesn’t break the game like Promethean Vision or whatever else did. I love the movement and enjoy the extra tactical options it gives me. Thought you had me cornered? Nope, clamber and reversal and jokes on you!

So literally. Does no one remember Halo 2 and 3’s MLG championships? And the High competitiveness of Halo 2 and 3?

Then Bungie started to make halo more casual with Halo: Reach and 343I followed Bungie’s foot steps in making Halo casual with Halo 4 and received so much back lashed from it about how casual it was that they decided to make Halo 5 Competitive again like Halo 2?

Does no body remember this? I do. I remember watching Halo 2 MLG championships on TV.

This whole “Halo has started making a gradual shift from slow, semi-casual gaming to fast-paced Counter-Strike-esk eSports.” is utter BS honestly.

I played CS and Halo will be nothing like this. In fact, Rainbow Six: Siege is in all rights to take that title away if it plays right.

No. Halo 5 is trying to be like Halo 2. Capture the light of Halo’s golden era. But people have been so twist by Reach and on thay they all forgot about what 2 was all about. About how super competitive it was. About all the stories of people crushing controllers because they lost super close matches.

That is what Halo 5 is trying to be.

> 2533274803137071;19:
> So literally. Does no one remember Halo 2 and 3’s MLG championships? And the High competitiveness of Halo 2 and 3?
>
> Then Bungie started to make halo more casual with Halo: Reach and 343I followed Bungie’s foot steps in making Halo casual with Halo 4 and received so much back lashed from it about how casual it was that they decided to make Halo 5 Competitive again like Halo 2?
>
> Does no body remember this? I do. I remember watching Halo 2 MLG championships on TV.
>
> This whole “Halo has started making a gradual shift from slow, semi-casual gaming to fast-paced Counter-Strike-esk eSports.” is utter BS honestly.
>
> I played CS and Halo will be nothing like this. In fact, Rainbow Six: Siege is in all rights to take that title away if it plays right.
>
> No. Halo 5 is trying to be like Halo 2. Capture the light of Halo’s golden era. But people have been so twist by Reach and on thay they all forgot about what 2 was all about. About how super competitive it was. About all the stories of people crushing controllers because they lost super close matches.
>
> That is what Halo 5 is trying to be.

H:CE championships were more intense then H2 and H3, but yes, I remember.