What makes Halo special. (An argument you have probably never heard)

Recommended Videos

Pimppeter2

New member
Dec 31, 2008
16,479
0
0
As those of you who are familiar with my writing will know, I love Halo, and I have tried numerous times to explain what makes it such a great game. I have also spent some time highlighting the crippling design faults in other very popular games [http://www.escapistmagazine.com/forums/read/326.161187], which prevent me from enjoying them. The more I think about it though, the more Halo seems to share many of these design peculiarities, and so I ask my self, why am I never bothered by them in Halo.

If I start a campaign level in Call of Duty 4 (This applies to most, but not all of them), I immediately feel annoyed that the game has thrown my into a situation which doesn?t seem to make sense to me. I don?t know what my goals are, and I don?t know what parameters to expect things to go by. Let me explain. As far the goals are concerned, since it?s a pretty standard FPS, I expect my goal to have something to do with killing the enemies shooting at me, but there are a number of possibilities within that. Am I supposed to kill them all, assuming there are a finite number of them? Or are they respawning, in which case, how am I supposed to stop them respawning? This second question is where the problem of the games parameters is introduced. Supposing one parameter is clear: that enemies will always respawn, until you do x to stop them (in reality, the game offers no such consistency, but let?s supposes for now that it did). Firstly, how do I stop them? Often there is an invisible boundary which, when crossed by the player, triggers the enemies to stop spawning.

It goes without saying, that this is a very unrealistic and unintuitive phenomenon. We can guess that it is designed to force the play to approximate a familiar battle scenario where one side has to constantly push up for one reason or another, rather than simply sitting back and picking off all of the enemies until the path is clear. Without delving into the limitations of this system, let?s except that this could potentially lead to some fairly interesting gameplay scenarios.

The important thing here is that it is very much a computer game device, and for it to achieve the effect I imagine it desires, the system around it must be crafted with that in mind. This means you can?t just craft the rest of the game to communicate to the player based on the game world acting like the real world, when you have this core which is so unlike the real world. When such a device as respawning enemies is introduced, I expect videogame parameters along side it. If a game says, push forward against respawning enemies to push their spawn points back, I say, ?fine, but what are the parameters. Can I get blown up at any moment by artillery from a few miles away which I could do nothing to avoid, as in real life? Surely not.? And indeed the game says, ?No, of course not, rest assured that as you are pushing up, employing good tactics, running from cover to cover, you will not be randomly blown up through no fault of your own.?

?Ok good?, I say, ?now what can I expect of these invisible barriers? If barrier x stops enemies spawning from spawn point X, then surely barrier x must come a Suitable distance before spawn point X, such that I, the player, can get to it knowing that I am not running right into the incoming waves of enemies. I?m not saying that such a game would be bad, that?s a different matter, but for me to make informed decisions on how to play, I must know that one or another sort of parameter exists on this subject?? Alas, dear reader, I?m afraid that no such parameter exists in Call of Duty 4. Often the spawn points on the enemies front will be pushed back when you get within, say, 10 meters of them, but sometimes you can get within a couple of meters of the room from which they are conspicuously waltzing. How can the player make an informed decision now on what strategies to employ when they don?t know what parameters they are dealing with?

?Ok?, I say, ?despite this major blunder, the majority of the game may still be playable. At least you were apt enough not to throw in random artillery strikes. Now what other parameters can I expect to shape my strategies around? Can I expect to have always 1 clear enemy front to attack? Or if there are to be more, can I expect them to be clearly stated? Surely if the game revolves around me pushing up against enemy spawn points, then I must know roughly where these points are that I am to push against??

?No?, says the game, ?Spawn points may pop up at any time from any position. Poor player, you might as well do away with any hope of strategy, for while you may think you are doing the right thing to deal with the enemy in front of you, this may turn out to have the adverse effect when enemies start spawning from your left and your right.

?What am I to do then?? I ask. ?Am I to push against each one of these spawn points one after the other? How can I even plan this when I don?t know where the respective invisible boundaries are for each, nor whether you might decide to throw in another spawn point at any time.?

Don?t get me wrong, reader; I am not particularly complaining that I find the game difficult; rather I tend to push through it rather quickly. This, however, is not down to my skill (aside from the moment to moment skill of aiming accurately and ducking out of fire when a few shots come my way). On the contrary, I feel I am just clumsily stumbling towards victory with a few deaths on the way, without any real understanding of why. This is because the game rarely gives me the information I need on which to base effective strategies.

Of course the reality is much worse still, because not even the premise of pushing up against spawn points is consistent. Sometimes, believe it or not, the enemies do not respawn, but the player is given no indication as to when. Once again, he cannot know what strategies to employ: should he push up, assuming the enemy is respawning, or stand back and pick them off, assuming there is a finite supply?

Now let us look at Halo. Obviously there is no spawning in Halo, most enemies exist in the level from the beginning, and those who make their entrance in dropships, from pipes and such, come in a limited supply, so every one that the play kills, is one less they have to worry about. If we look more closely however, we might think that similar problems of a lack of information might exist. If you enter one of Halo?s many large battle scenarios for the first time, you don?t know where the snipers are, you don?t know where all of the pockets of ground troops are, or which are going to jump into vehicles, you don?t know where the reinforcements are going to come from until you see the drop ship approaching, which may be too late. Say, for example, that you are in one of these battles, and you find yourself near a building with your shield almost down and some elites firing their plasma rifles in your general direction. Do you go into the building? You don?t know, is the answer. You don?t know whether or not there are a couple of grunts waiting to finish you off the moment you step in. So there you have a lack of information resulting in the player not being able to make an informed decision. So why do I restart with nothing but glee after being finished off by the grenade which happened to rebound off the explosion of another from a good 20 yards off, which flew, unexpectedly, into the doorway just as I entered?

When that happens, instead of being frustrated at dying, perhaps without even making a mistake, I am simply grateful for the rock solid laws which govern the Halo universe, and appreciative of the scenarios which develop naturally from them. Here we have a scenario which is perfectly understandable by the player: ?you are in a battle, contained in this single open space, where most objects are governed by a certain consistent set of physics. You are up against a finite number of enemies, you do not know where all of them are, or what they are going to do, since all of them are governed by dynamic AI, but use your wits soldier, to kill them all, before restocking and advancing to the next arena.?

But what?s so different in COD4? Could we not equally say, ?You are in a battle, contained in this single open space, where most objects are governed by a certain consistent set of physics. Spawn points will pop up in various locations and it is your job to get near enough to the spawn points for them to deactivate. Once you have deactivated all of the spawn points, you may advance to the next battle. No, the enemy AI is not very dynamic, but you can deal with them nevertheless.?? Indeed, I see why not, and when I imagine such a game, it seems like quite an enticing proposition, if in need of a little adjustment. So why can?t I stand COD4?s single player mode? Perhaps I have been underestimating the impact of the narrative and style of both of these games. Undoubtedly, Halo has terrific core mechanics, which allow for far more depth and mastery then those in COD4. Also, there is undoubtedly room for improvement in the structure I identified earlier, with the spawn points randomly popping up, and the invisible boundaries placed with no consistency. But I don?t think that these are what make me put the game down in disgust after every short play session. I fancy it may be the narrative which makes me refuse to engage with the gameworld. It is made very clear that you are simply one soldier in a unit, and not a high up one at that. Also just from our general impression of the sas from TV and what not, we have an idea of a very tight, coordinated team, who know exactly what they?re doing and why they?re doing it (I don?t mean in terms of the politics). So when I?m dropped into a battle with a load of superiors who seem to know what they?re doing, I do not expect to be left to my own devices in leading them against randomly occurring spawn points. When we?re fighting through the streets in Iraq, and we?re being shot at from the 1st floor of an overlooking building, I do not expect to go alone, and of my own appointment, into the building full of enemies, and take them all out as they spawn from the bloody bathroom. When I?m a genetically improved super soldier named Mastercheif, however, I do.

As I?m writing, though, I don?t believe it, that something seemingly so trivial could have such an impact on the game. What do you think?


Please keep on the topic that I have presented. I don't want to hear the average Halo hating comments. Please read this and adjust your views (hating or loveing the game) to the discussion I have brought. If it is too long for you to read, just skip to the last paragraph, or not at all.

-Thanks, Pimppeter2
 

t0mba

New member
Aug 10, 2009
27
0
0
I really don't see how you expect this argument to work. If your going to say a game is good because another is bad well that's just not using your head! I mean really if I say No More Heroes is good because Wii sports is boring I should get slapped! Anyway I find the Halo 3 campaign to be boring and playing SWAT online is the only that keeps bringing me back.
 

Razavn

New member
Jun 2, 2009
417
0
0
A very good "review" (for lack of a better word) that summarizes my feelings as well. In the Call of Duty games you are not a superior officer but instead you are a soldier in a squad that is supposedly the best in the world....why then do you have to kill nearly every enemy and babysit your fellow squadmates to victory? In Halo on the other hand it basically informs you that you are the only thing between victory and defeat and that without you humanity falls. You go into a situation like that automatically assuming the marines are retards and can get into the correct mindset in order to kick ass.

Nice article...
 

Souplex

Souplex Killsplosion Awesomegasm
Jul 29, 2008
10,312
0
0
You forgot to mention that Halo allows you to focus on Melee. After all, melee is always more fun than ranged.
 

HentMas

The Loneliest Jedi
Apr 17, 2009
2,650
0
0
mmm... thats a really interesting point of view you are saying now, but well... i think its more because of your desire to be able to finis a game by killing everyone than by running towards the "finish" line

the thing with H3 is that gamplay wise its a "finish this" kind of game, "kill everyone in the area" or "reach your objective" is a valid and enjoyable game mechanic but with "run towards the finish line" it takes away several game tactics other than running towards the objective.

but story wise, COD is based on the premise on letting you feel like you are in a war zone, wile H3 haves the premise of you being the only super powered guy that can fight at a simmilar level with aliens so its obvious that they had to add the "I KILLED EVERYONE!! I AM SO GOOD" while in COD its more like "I SURVIVED THE ENEMY WAVE!! I AM SO COOL"

different approach to both games, but i think both are appropiate to their theme and characteristics, while H3 still haves many flaws inside, you might find them "forgivable" because the experience is exactly what you want out of a video game, same with COD games, there are a lot of flaws in the game, but a different experience wich might appeal to different gamers.

hope you get what i´m saying, nice piece of text you got there anywhay, never really thought about those games in both ways, it really made me think differently from both.
 

Pimppeter2

New member
Dec 31, 2008
16,479
0
0
t0mba said:
I really don't see how you expect this argument to work. If your going to say a game is good because another is bad well that's just not using your head! I mean really if I say No More Heroes is good because Wii sports is boring I should get slapped! Anyway I find the Halo 3 campaign to be boring and playing SWAT online is the only that keeps bringing me back.
That's not what I am saying. This guy gets what I'm talking about.

Razavn said:
A very good "review" (for lack of a better word) that summarizes my feelings as well. In the Call of Duty games you are not a superior officer but instead you are a soldier in a squad that is supposedly the best in the world....why then do you have to kill nearly every enemy and babysit your fellow squadmates to victory? In Halo on the other hand it basically informs you that you are the only thing between victory and defeat and that without you humanity falls. You go into a situation like that automatically assuming the marines are retards and can get into the correct mindset in order to kick ass.

Nice article...
 

Pimppeter2

New member
Dec 31, 2008
16,479
0
0
-AC80- said:
its financed my micro$oft and exceptionally over rated/bores me
This is the response I really did not want to get.

I pointed this out

Please keep on the topic that I have presented. I don't want to hear the average Halo hating comments. Please read this and adjust your views (hating or loveing the game) to the discussion I have brought. If it is too long for you to read, just skip to the last paragraph, or not at all.
If you want to come back and discuss the topic, feel free to
 

FactualSquirrel

New member
Dec 10, 2009
2,316
0
0
That's........... suprisingly well thought out. I actually have to agree with you on some of the points and such, but I have 1 problem: it doesn't really explain why it's good, it's just why it's better, in your opinion, than call of duty (although you could say that's why it's good).

Also I don't get what's with all the mainstream fps hating on this website (halo and MW2), I mean, you don't have to like them, but still, neither of them are that bad.
 

persona J

New member
May 25, 2009
112
0
0
really the only reason halo became big was because the standards of fps's and online shooters, really it is becasue every other game was crap so when a good or at least decent one comes along everyone goes for it. i mean why not right. i supose the main two online fps's are halo and cod for some god forsaken reason, but i ges alot dials down to ur preference now if u want the shit cod offers u or the ridiclous jumps and punches halo does. i took a break from halo for a while and once i went back to play it again i just couldnt realy. if u want to no why u like halo its most likely because you dont like the other options.
 

Pimppeter2

New member
Dec 31, 2008
16,479
0
0
Ururu117 said:
Halo is horrid for the exact reasons that you specify.
By having stock pieces spawn in the same place at the same time and act the same way, you remove any real skill, and remand the game to a glorified trial and error mess.

But how do you define skill in a videogame?

I beat legendary simply by running through, memorizing positions, and then crafting a path of least resistance. The AI is so thick and predictable that in all three of the main games, I was never surprised even once. It is like playing Solitaire but knowing where all the cards are. Sure, I can't get to them now, but if I try enough times, I'll find it out with minimal effort.

Memorizing positions, and creating a path sounds like something that takes skill

The parts of Halo that make it so easy to pick up also dull the experience by removing any element of challenge. All of the unknowns and various intricacies that other games have, such as Half Life and System Shock, make it impossible to simply brute force it, even given the mystical quick save key.

I found the game on legendary to be quite the challenge, especially on times where you were out of ammo. I once had a last stand on some level set in Africa against a whole bunch of brutes. I was on top of a mountain and they were charging up. I was very specific in using my ammo and setting up traps for the brutes. (I.E. mines) while using my beam rifle to get the ones with the jet packs. Is that not skill.

tl;dr: Halo is dumbed down to the point that I feel like we're taking a stroll with mommy holding our hands, rather than being let alone into the world. And that just breaks the immersion.

I doubt you mean that on legendary. Sure on some of the easier levels, but that is the same way for the COD series?
Answered in bold.

*Note: I am not attacking you because you have a different view point, just furthering discussion on the topic*
 

Pimppeter2

New member
Dec 31, 2008
16,479
0
0
factualsquirrel said:
That's........... suprisingly well thought out. I actually have to agree with you on some of the points and such, but I have 1 problem: it doesn't really explain why it's good, it's just why it's better, in your opinion, than call of duty (although you could say that's why it's good).

Also I don't get what's with all the mainstream fps hating on this website (halo and MW2), I mean, you don't have to like them, but still, neither of them are that bad.
I guess. I took COD as "the average man shooter", which can be replaced with almost any other shooter of the time.


persona J said:
really the only reason halo became big was because the standards of fps's and online shooters, really it is becasue every other game was crap so when a good or at least decent one comes along everyone goes for it. i mean why not right. i supose the main two online fps's are halo and cod for some god forsaken reason, but i ges alot dials down to ur preference now if u want the shit cod offers u or the ridiclous jumps and punches halo does. i took a break from halo for a while and once i went back to play it again i just couldnt realy. if u want to no why u like halo its most likely because you dont like the other options.
Not true in the least bit. I have been a PC gamer and modder for years now. I mean Morrowind is my 2nd favorite game of all time, and my first game is a platformer. I wouldn't even consider myself an FPS fan, hell I don't own MW2.

I am a giant supporter of games with good stories. However, the FPS is a giant part of the industry, and it would be silly to ignore it as a whole
 

Supreme Unleaded

New member
Aug 3, 2009
2,291
0
0
Ururu117 said:
Halo is horrid for the exact reasons that you specify.
By having stock pieces spawn in the same place at the same time and act the same way, you remove any real skill, and remand the game to a glorified trial and error mess.

I beat legendary simply by running through, memorizing positions, and then crafting a path of least resistance. The AI is so thick and predictable that in all three of the main games, I was never surprised even once. It is like playing Solitaire but knowing where all the cards are. Sure, I can't get to them now, but if I try enough times, I'll find it out with minimal effort.

The parts of Halo that make it so easy to pick up also dull the experience by removing any element of challenge. All of the unknowns and various intricacies that other games have, such as Half Life and System Shock, make it impossible to simply brute force it, even given the mystical quick save key.

tl;dr: Halo is dumbed down to the point that I feel like we're taking a stroll with mommy holding our hands, rather than being let alone into the world. And that just breaks the immersion.
i completely agree with you, the only thing you need to do in Halo games is memorize the spawn positions, and (atleast for me) thats extreamly easy. This removes all skill because you can just remeber what weapons to keep or, as said above, be like water and follow the path of least resistance.

Now while I may hate "Clown Closets" (infinite respawning enemies till you cross the majical invisible boundrie) on CoD I also like them because it forces you to keep your head on a swivle. This makes the battle fast paced and fun while still keeping some degree or skill left for the player to fulfill.
 

Katana314

New member
Oct 4, 2007
2,299
0
0
Memorizing positions and creating a path is generally considered a very taboo skill. It depends on your constant respawning and memorizing the level, whereas theoretically, any really really good player should be able to beat a level on his first try.

Call of Duty's respawn system may have just been an attempt at unpredictability, and I'll agree it comes at cheapness. On the other hand, when I look at Halo's "constant, reliable rules" as you discussed, they come off to me as a bit boring. Something so incredibly simple such as throwing a grenade one way and rushing around another side might be one of the most advanced tactical maneuvers you can perform within the limits of the game, which is why newer FPS's pretty much NEED to have more advanced and intricate mechanics than "Press Rtrigger to shoot". Bioshock may do it a bit better, in my viewpoint, though it's much less of a gunplay game.