It’s no secret that Halo’s prime existed when it was considered a pinnacle of competitive gaming. Any casual player can argue that they don’t want it, but the truth is? They don’t care either way. And while Halo 3 was a fan favourite and is well known for it’s competitive scene, any veteran can tell you it was riding on the coattails of Halo CE and especially Halo 2’s success, because there were several elements to the game that reduced the overall Halo skill gap. In truth, Halo 3 started the trend of diminishing Halo popularity by starting the trend of dumbing the game down. And what helped to cause this? Well it’s simple, the game became less breakable.
When fighting games were just babies, the concept of combos didn’t exist. In fact if it wasn’t for the accidental find that a glitch allowed you to chain a low-kick into a Hadouken in one of the earliest Street Fighters, Combos may never have existed. They were an accident, the core competitive mechanic of an entire genre of games was an accident. What made fighting games such competitive juggernauts in the early 90’s, to the point where some are still played very competitively to this day? The developers capitalized on this glitch, and started figuring out ways to purposefully integrate the mechanic of combos into the game.
What makes a great game competitive can be defined differently based on the game. What made Halo CE competitive? For starters the difficulty of the base game, the emphasis on teamwork and strategy > simple individual skill. But there were factors more important than that, the ways the game “broke” seriously added to the competitive value of the game, and invented Halo CE’s competitive metagame, allowing players to raise above the skill shelf of mastering their aim, strafe, and map-control based strategy.
Halo CE was capable of being broken in 2 ways known to me, as only a partially competitive natured player. The first was mostly oriented around the use of grenade and map-spawns. A player who takes the time, has the patience, and more importantly the motivation, is able to abuse grenades in several ways in Halo CE. From grenade launching, to power weapon launching, these unintentional bi-products of Halo CE’s limited physics system boosted the skill gap of the game. The map became more dynamic if you mastered your grenade angles, you could learn exactly how to get the Sniper, or the Rockets from any position on some maps, with nothing but a frag grenade. An uncompetitive/untrained player can accuse this of cheating, but it really wasn’t because anyone could learn to do it the uncompetitive player simply didn’t learn how, and their unwillingness to learn in my perfectly valid opinion put them in a position where they deserved to be defeated by players who did practice this.
The second major game break was the spawn system. Players who studied the spawn mechanics of the game could heavily manipulate where their team spawned. This was a very big deal, adding another meta to the game. And more importantly it was difficult to learn how to do. It separated the pros from the bros, it created a more dynamic level of map control than simply taking a position for it’s height/cover/field of view advantage or it’s power weapon spawn.
Possibly the most important thing Halo 2 ever did to maximize it’s success was that it maintained these broken elements. At the time, Bungie understood the benefits this gave the game, they understood that this added depth to the core game, and it helped make the game competitive, so weapon/nade launching made it’s way into Halo 2, and Halo 2’s spawn system was designed more based on friendly positioning, and less on spawning away from enemy threats.
But Halo’s growth wasn’t done there. Halo 2 accidentally included a glitch possibly even more competitively appealing: X Button Cancels, better known to the community as Button Combos. This glitch integrated a means to gain an inarguable upper hand in any combat scenario for a player wielding a BR, and more importantly several of these combos were difficult to perform on a whim in the game while maintaining control of your character’s aim. Some simpler, less powerful cancels became widely popular, such as BxB, and the Reload Cancel. While the more powerful cancels were borderline impossible to do without hours, upon hours of practice in an empty custom lobby, followed by possibly weeks/months of practice integrating it into your in-game strategy with a worthwhile success rate, such as the Quad Shot/Automatic BR combo.
The truth about these combos was that yes, they were an exploitation of a glitch, however any player who took the time and effort required to master it? They DESERVED to exploit it.
So the question is raised “What happened?”
In Halo 3, Weapon Launching was removed. “Dynamic” Spawns became a thing (which everyone hated. We all hated it, we can all admit it), and X Button Cancels were patched completely out of the game. Three of the most beloved accidental features of the franchise, all of which did nothing but add competitive depth and skill to the game, all removed. And you can see it in Halo 3’s podcasts, Bungie professing they wanted to support AR starts so the game is more accessible and fair for noobies. They reworked the ranking system to be easier to max at 50. They even slowed down the pacing of the game and increased the random factor of the staple weapon, the BR, with unnecessary bullet spread.
Halo 3 was the first Halo game designed to be uncompetitive in nature. Everyone bought and played it riding their love of Halo 2 and the hype of the Halo franchise, and the competitive community was all but disappointed. Halo tournaments weren’t as interesting to watch anymore, by the time Halo 3 was 2 years old? We could already see the franchise beginning it’s slow, very painful death.
So when you ask me, how do we make the game popular again? How do we increase the competitive value of the Halo franchise? It’s simple. Look to the past, and bring back what WORKED. You don’t necessarily have to get rid of everything new that doesn’t work, but we need what worked back. Especially what worked by allowing the game to be broken.
We need Power Weapon Launching back. We need spawns focused on friendly team positioning, and not enemy team positioning. We need button combinations turned into a purposeful feature of the game, with developers in control of how difficult they are to perform, how powerful they are, and which instances they can be used in. And for good measure, the insta-sploding mechanic on nades from Halo 3 wouldn’t hurt, that was one of the few things in Halo 3 that had competitive value. These need to be part of the reason Halo is Halo, part of the reason it is NOT every other shooter on the market. The mold needs to be re-broken by this legendary franchise. The Multiplayer Arena is a competitive video game, and needs to be treated as that. It doesn’t need to make sense in the real world, it doesn’t need to follow the fictional limitations of the Campaign. It needs to be treated as a video game, it exists for fun, and competition.
Bring us this, bring us back the accidental successes of the early Halo franchise, and we will give you all our money.
