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Thread 718011009

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Anonymous No.718011009 >>718013030 >>718013528 >>718014772 >>718014842 >>718019769 >>718020608 >>718024734 >>718031805 >>718033113 >>718035952 >>718036874 >>718037763 >>718038000 >>718038720
> people having lots of nostalgia for classic Halo
> no indie games inspired by it
I really just want more FPS with art styles like this. I'm so sick and tired of everything being Hell or brown/grey industrial.
Anonymous No.718013030
>>718011009 (OP)
what sticks out about its art style?
the the game was state of the art graphics for its time.
Anonymous No.718013528 >>718014274 >>718014925 >>718016803 >>718021261
>>718011009 (OP)
Splitgate was straight up just Halo 2 with portal guns
Anonymous No.718014274
>>718013528
>hero shooter
Fuck off.
Anonymous No.718014642 >>718037853
Humans are Forerunners.
Anonymous No.718014772
>>718011009 (OP)
i mean how are you going to find someone that can make an ost as good as this?

https://youtu.be/vDVDwgCQ6Qo
i mean, i could, but nobody has ever hit me up to work on a video game before.
Anonymous No.718014842
>>718011009 (OP)
Halo was made by a team of talented white men.
Indies can't do shit without troons going rogue and subverting them
Anonymous No.718014925
>>718013528
Splitgate gameplay was fun, but they opted for wacky skins instead of a cohesive artstyle which totally killed it for me
Anonymous No.718016803
>>718013528
Portals aint halo
Anonymous No.718019769 >>718031960 >>718036560
>>718011009 (OP)
Halo was only held together by its music, art, vehicles, setting, and Master Chief with Cortana. It dumbed down everything about the FPS genre like Microsoft is known for, and it only got worse after Halo 1. Long story short, Halo was never good, it was slopped pushed with money.
Anonymous No.718020608 >>718022279
>>718011009 (OP)
I want to make a halo 1 clone. Simple graphics, variety of enemies and good AI.
I'll probably do it after I've finished my current game or another.
Anonymous No.718021261
>>718013528
Splitgate was a PVP Hero Shooter. Halo's campaign was famous for how it evolved enemy AI from it's predecessors
Anonymous No.718022279 >>718029719
>>718020608
I'm gotta stop you right now and say
Don't clone Halo
Surpass it.

You probably won't end up doing either, but if you aim to make something better than Halo you might end up making something at least as good.
And of course, part of what made Halo so good was its originality: so it's always better to do your own thing in the end than trying to clone the greats. Steal what is great from the greats, but don't clone.
Anonymous No.718024734 >>718026272
>>718011009 (OP)
It's too hard to make.
Anonymous No.718026272
>>718024734
Bullshit, Halo is the easiest slop to make. It's a meme to say otherwise. Halo isn't copied because it sucks. Halo had potential but threw it all away right with the second game in the series and never recovered from that. It was carried by Microsoft shitting up the industry with trying to make video games like movies with their advertisement pushing over gameplay pushing. Microsoft also started the whole releasing unfinished games mess and trying to hide it with forced hype and fake demos/trailers.
Anonymous No.718026445
Helldivers 2 I guess
Anonymous No.718029370 >>718031194
You are all: invited

>>>/vg/534988212
Anonymous No.718029719 >>718030943
>>718022279
Yeah I'll probably not do it but might.
I used clone more generally, I'll copy the parts I said which make it good. Won't bother with keeping any of the rest of it the same.
Anonymous No.718030943
>>718029719
Not him, but that's the problem with Halo, it has potential because it's different but it drags itself down by having shit hurt itself and the industry. It's why I feel like CE had potential but the sequels completely squandered it. There's hope in the UE5 remake since the shitters got fired.
Anonymous No.718031194 >>718031728 >>718039275
>>718029370
I'm banned from /vg/. I'll be back in 3 days.
Anonymous No.718031728
>>718031194
That is one cool cat!
Anonymous No.718031805
>>718011009 (OP)
multiplayer pvp is hard for indies + nu/v/ hates it anyway
Anonymous No.718031960 >>718033535
>>718019769
All of that "dumbing down" was objectively good quality of life improvement.
Anonymous No.718031981
I just really, really like marines.
I wish more games had NPC allies that are pretty weak but are trying their best, and can actually be really useful in numbers or with heavy weapons.
Anonymous No.718033113
>>718011009 (OP)
Helldivers borrowed a lot from Halo
Anonymous No.718033535 >>718035215 >>718036225
>>718031960
It wasn't, if you're too stupid to understand how to play a video games and need it to babysit you, then you honestly shouldn't be playing video games. Halo CE was a test, an experiment of a new IP from Bungie. Halo 2 should have been the game to expand on the gameplay including the things that didn't make it into Halo CE, making an even better sequel, instead they dumbed the game down further with more linear level designs with barely any open areas, dumbed down AI, worse weapons, the most half-assed attempt at boss fights I ever seen in an FPS, worthless spectacles, lower shields and health than the first game, regenerative health ruining an entire generation of FPSs, moving platform sections with repeated enemies, barely any colors when compared to Halo CE, sidelining the player character for alien stuff that could have just been some expansion pack, heavy push for ads, and movie-like story to hide the fact that the gameplay was crap. It sucks that the series never recovered from Halo 2 and the damage it did to the series. I honestly feel like what praise Halo 2 even gets only comes from its multiplayer. It was a disappointing sequel and you would expect Bungie, 343, and Microsoft to learn from its mistakes but they never did, they expanded on them.
Anonymous No.718033571
I played with the idea a little bit but so much of Halo is the aesthetic and the world that it was hard to come up with something that felt unique.
If I was going to try again I'd probably just make a straight up Halo fangame and hope Microsoft would let me release it.
Anonymous No.718035215 >>718035968 >>718036069 >>718036320
>>718033535
Halo 2 got fucked due to them having to restart and then crunch the whole fucking thing in probably what was half the time they originally had. It's a lame fucking excuse, don't get me wrong, but Halo 2 (from what I've read/gathered) was going to be a massive jump from Halo: CE. The gameplay that was originally shown (where MC is surrounded by elites at the end of the demo) seemed like it was going the distance and what people wanted. Losing all your progress on something that significant would be demoralizing and of course lead to a shittier product by the end. The multi-player was alright, improved on in 3 though. It's the same old tale that exists nowadays though. Microsoft sucks at management and shits the bed more often than not.
Anonymous No.718035952
>>718011009 (OP)
The current level of general Indie retro style development knowhow and resources is still solidly in the late 5th gen with upcoming attempts to dabble in what would be considered AA for the 6th gen firstly with platformers.
A full 6th gen AAA style shooter is still a few years out, likely sometime around 2028 at the earliest.
Anonymous No.718035968 >>718036305
>>718035215
Pretty much, the CE remake being singleplayer-only may finally save the campaigns of Halo, they have more time to get it right, give us the CE we should have got along with the sequels as well with all the cut ideas. Given that games are returning to armor and non-regenerative health, bring back the old health system and this time have Chief's full health be 200% again, decrease either the world size or increase Chief's base movement, put some real boss fights in their, and make timed Warthog Runs a cool and fun stable. Make Halo a unique AAA game and stop trying to copy those other soulless slop, dammit. Look at your history and learn from indies.
Anonymous No.718036069 >>718036234 >>718036421
>>718035215
>Microsoft sucks at management and shits the bed more often than not.

Bungie were 100% responsible for Halo 2's crazy development and MS even gave them an extra year
Anonymous No.718036225 >>718036361
>>718033535
New lines nigga, use them
Also you're wrong, Halo is still has one of the most polished combat designs of any FPS.
The 30 second loop of fun and the gun, melee & grenade balance was close to perfect
Anonymous No.718036234 >>718036320
>>718036069
Not him but MS did that because Ed Fries threatened to quit if they didn't. After that though, Microsoft pissed Fries off so much he left anyways. Microsoft is good at chasing away talent.
Anonymous No.718036305 >>718036378 >>718036532
>>718035968
Remakes save Jack shit, we need more adventure prior to halo 1.
Anonymous No.718036320 >>718036532 >>718036613 >>718036771
>>718035215
>>718036234
Halo 2 had the most cut content of any game in the franchise.

>wall leaning, and there was also talk of ai using flashlights to find you in the dark after you shot out lights, that lighting system was later of course redone
>There was going to be a whole level after Quarantine Zone where you're driving through the labyrinth of tunnels under the ring in a "Forerunner Tank", avoiding the Gravemind's tentacles as they flew past like freight trains.
>In the original script when miranda was in a phantom she spoke with truth. Their plan was to send chief into the pit where the gravemind was and blow him and the flood up
>Strapping a bomb to Chief's back in the chamber directly below the index chamber in the center of the Library
>Flood leader effectively disabling the Ring by living on the trigger. Definitely showing that the flood is winning the 1000 year war with the sentinels on this halo opposed to installation 04's containment.
>the flood invasion of earth being the a layer of the final "act" of the script. Something about "we wanted everyone to end up in the same place at the end". Ultimately, Chief, Arbiter, Truth, Cortana, Gravemind, and Mendicant were all supposed to come together, at the Ark on Earth, and there were a couple twists involved, but that's where it's shrouded in mystery

By far the weirdest thing about Halo 2’s development is how Bungie grossly overestimated the power of the original Xbox and how they wasted a lot of time and resources on various things they knew well in advance simply would not make it into the retail game like the e3 demo and a new engine the hardware wouldn’t be able to support. They also wanted it to be a tactical shooter early on before changing it back towards the end and it really shows in how the enemies behave and how the game is horribly unbalanced on Legendary

Halo 2 had a lot of kino in it's core despite the flaws, sometimes in part because of the flaws
It was a pure passion project
Anonymous No.718036361
>>718036225
Halo 1 was fun but you can tell it ran into rush development given it changed genres like three times but Halo 2 should have been better. There's decisions where I can forgive them because of the crazy development but there are other decisions that make me raise an eyebrow. With Halo 3, there was no excuse, they simply didn't give a shit anymore and it showed.
Anonymous No.718036378
>>718036305
>Remakes save Jack shit, we need more adventure prior to halo 1.

343 had the chance to give us this but gave us Didact and Evil Cortana instead lol
Anonymous No.718036421
>>718036069
The trouble with Halo 2 is, at it's core it was an unfinished game. The developers have stated on numerous occasions that they ran out of time working on the campaign in order to push it for the release date.

>wall leaning, and there was also talk of ai using flashlights to find you in the dark after you shot out lights, that lighting system was later of course redone

>There was going to be a whole level after Quarantine Zone where you're driving through the labyrinth of tunnels under the ring in a "Forerunner Tank", avoiding the Gravemind's tentacles as they flew past like freight trains.

>In the original script when miranda was in a phantom she spoke with truth. Their plan was to send chief into the pit where the gravemind was and blow him and the flood up

>Strapping a bomb to Chief's back in the chamber directly below the index chamber in the center of the Library

>Flood leader effectively disabling the Ring by living on the trigger. Definitely showing that the flood is winning the 1000 year war with the sentinels on this halo opposed to installation 04's containment.

>the flood invasion of earth being the a layer of the final "act" of the script. Something about "we wanted everyone to end up in the same place at the end". Ultimately, Chief, Arbiter, Truth, Cortana, Gravemind, and Mendicant were all supposed to come together, at the Ark on Earth, and there were a couple twists involved, but that's where it's shrouded in mystery.

>According to O'Donnell, the original ending of Halo 2 had a much cleaner resolution, ending with Master Chief finding the Ark of the Covenant on Earth, then working with the Arbiter (then known as the Dervish) to stop the Prophet of Truth. Marty does have voice audio of the original ending

Halo 2: Developer Commentary Playthrough
https://www.youtube.com/watch?v=sBi_xx26ClM

http://halo.bungie.net/News/content.aspx?type=topnews&link=Feast_of_Bones
Anonymous No.718036476
Halo 2 was originally going to have a lighting system similar to FEAR and Doom 3, but the original Xbox couldn't handle it so they scrapped it without remaking any of the assets or textures. The final game makes everything look flat and featureless.
Anonymous No.718036532 >>718036574 >>718036586 >>718036660
>>718036305
I want the power fantasy I never got, with all these indie FPS games making me feel badass I want that feeling in Halo properly.

>>718036320
WHY DIDN'T BUNGIE BRING THIS SHIT BACK IN HALO 3, DAMMIT!!!!!!! This makes me more about Halo 3, I can forgive Halo 1 and 2 because they at least have reason for their cut content but Halo 3 barely taking any of that into account is just terrible. Halo CE and 2 show that a small team is better than a big one (Halo 3 on up).
Anonymous No.718036560 >>718036627
>>718019769
>It dumbed down everything about the FPS genre
Which at the time was lousy PC boomer shooters with insanely fast movement and juggling 100 different weapons
Anonymous No.718036574
>>718036532
*mad
Anonymous No.718036586 >>718036685 >>718036752
>>718036532
>WHY DIDN'T BUNGIE BRING THIS SHIT BACK IN HALO 3, DAMMIT!!!!!!! This makes me more about Halo 3, I can forgive Halo 1 and 2 because they at least have reason for their cut content but Halo 3 barely taking any of that into account is just terrible. Halo CE and 2 show that a small team is better than a big one (Halo 3 on up).

Halo 3 is literally just finishing what they started with Halo 2's development

ODST is Halo 3 DLC

Reach is literally just Destiny's Alpha Test
Anonymous No.718036613
>>718036320
Fuck, now I’m imagining a halo game that plays like a cross between rainbow six and system shock. Fuck this timeline.
Anonymous No.718036627
>>718036560
True but Halo could have at least had faster movement and I wish Halo 2 kept Halo 1's health, that worked and it felt very unique among FPSs.
Anonymous No.718036660
>>718036532
Halo 3 was like that because it was a literal design by committee game with Bungie wanting to be done with it but getting roped into making ODST and Reach afterwards via contract bullshit.
Anonymous No.718036685 >>718036774
>>718036586
Basically, they got too big and lazy and just wanted to drop the series?
Anonymous No.718036723
Hoberman's favorite maps

6) Ivory Tower. β€œThis map was a mosh pit of sorts, where we tested out a lot of Assault games in particular, and that's what I recall most. But we had fun Slayer and Oddball and other games on it too. Plus I named it after our nickname for Marty's audio space/office, which was a constant sore point for him, so it got extra points.”

5) Midship. β€œI designed this map for 2v2 CTF games, Carney helped improve it massively (Covey curvey!), and it took on a life of its own, especially in competitive circles. Of course it was at its best when it had more players on it than it was originally targeting.”

4) Ascension. β€œA map that blends tight quarters combat with distance sniping and Banshees? Why not. This was definitely a unique map, and while it had some issues, I have very fond memories of playtests on it during development. Plus [Halo 2 narrative lead Joseph] Staten and [Halo 2 animator John] Butkus went head to head on it with snipers every single day, on the kiosk, for at least a year. They were clearly having fun.”

3) Coagulation. β€œYes, this is a remake of Blood Gulch, but we remade it for a reason. The original was simply the most iconic big open vehicle sandbox, mildly symmetrical and with two bases to boot, for big team CTF battles. This complemented our smaller, tighter, no vehicle maps perfectly. Plus I think we did a good job of staying true to the original, while still improving it.”

2) Zanzibar. β€œWe planned this and executed on it in record time in preparation for E3, when we learned that we were going to have to carry the show, and we didn't have anything we felt was impressive enough. I doubled down on single flag CTF, with this dedicated map that supports both close quarters combat and vehicles, and many of my fondest memories in Halo 2 playtests were on it.”

1) Lockout. β€œOur first and our best. The undisputed king. We played this continuously throughout development, and I never got tired of it. Ever.”
Anonymous No.718036752
>>718036586
So what your saying that bungie was shot from the start, and basically got lucky? Maybe Microsoft was the good guy.
Anonymous No.718036759
One of those deceptively simple games that’s a lot harder to imitate than you might think
Anonymous No.718036771
>>718036320
>hey also wanted it to be a tactical shooter early on before changing it back towards the end
Suddenly half the design choices in regards to the Arbiter levels makes sense because treating those like a stealth game always made them play better even if it went against the core gameplay loop.
Anonymous No.718036774 >>718037121 >>718037596
>>718036685
>Halo was originally going to be a Mac exclusive. Steve Jobs introduced the game at MacWorld 1999
>Bungie sold themselves and Halo in 2000
>Max Hoberman established Xbox Live, SBMM, 1-50 ranking system, online multiplayer on consoles, online Halo state tracking on Bungie.net
>After Halo 2, Bungie now want to leave Microsoft, works up a deal where they fill 3 obligations
>Bucket 1: Halo 3
>Bucket 2: Halo Chronicles
>Bucket 3: Halo 4
>Halo Movie is scrapped, ODST is compensated (8 month development)
>Halo 4 is scrapped, Lee Wilson wants to make Reach
>Bungie leaves in 2010/2011
>MS creates 343 to create Halo content in 2008/2009/2010
>MS/343 outsource Halo Anniversary to Saber, Saber got the contract to develop Halo Anniversary because its CEO 'offered to do it for free' lol
>343 gave Halo PC's Gearbox code base, and not Halo XBox's code base, to Saber
>343 doesn't know how to use Bungie's Halo engine, only the original Bungie devs knew, Marty told 343 that nobody at Bungie would help them lol
>Frank O'Connor retcons Joe Staten's lore and mythos (Humans = Forerunners)
>Halo 4 despised by fans
>Xbox no longer has Halo carrying the console
>Xbox One announcement is a complete flop and permanently damaged the brand
>Halo MCC was marketed as a love letter for the fans, having H1/H2/H3 on one console, 1080p 60fps with all maps, but completely busted on release
>H1 MCC and H2 MCC based on Gearbox PC port codebase and not the original Xbox codebase
>Halo 5 releases, and if Halo 4 didn't kill the franchise, Halo 5 buried it
>Tom French managed to salvage Halo 5's multiplayer
>Halo MCC ported to Windows 10, 343 hires Halo MODDER Sean Cooper (kornman00) to fix the broken port from Jan 2018 - Dec 2023
>Infinite and Series X marketed as a return to Xbox's origins
>Infinite is delayed, released, and is a complete flop, outsourced to Indians
>343 renamed to Halo Studios and is remaking CE in UE5

You are here
Anonymous No.718036874
>>718011009 (OP)
Go to the Steam workshop. There's hundreds of custom campaign mods.
Anonymous No.718037121 >>718037269
>>718036774
>Halo was originally going to be a Mac exclusive. Steve Jobs introduced the game at MacWorld 1999
>Bungie sold themselves and Halo in 2000
I fucking hate Microsoft, I really fucking do.
>343 renamed to Halo Studios and is remaking CE in UE5
I can only hope that a lot of cut ideas make it into the trilogy remakes and they take from some boomer shooters, only way to save Halo's singleplayer. I have no fix for the multiplayer.
Anonymous No.718037269 >>718037497
>>718037121
Halo was supposed to be a lot different, but thanks to Microsoft's new time constraints imposed by the fact that Microsoft told Bungie that they were gonna release Halo as the launch title for their new unproven and untested Xbox. It doesn't help that Bungie had already been working on the game for the Classic Mac OS, then had to rewrite it for a console nobody's ever used before.
The Library was supposed to be a massive spiral staircase where you fought your way up. Since they ran out of time, they just slapped a big fucking elevator in the middle instead.
The Two Betrayals was supposed to be entirely something else, but again with time constraints by Microsoft, they just copy and pasted Assault in the Control Room. (You can see the shield generator rooms in Assault) They just removed the shield generators from Assault and moved it to Betrayals. (Making Assault a shorter mission)
This is also the same for Keyes and The Maw, they recycled Truth and Reconciliation and The Pillar of Autumn.
Anonymous No.718037497 >>718038073
>>718037269
Microsoft is a bigger cancer to the gaming industry than Sony was, both had the same plans of first pushing indies and then monopolizing but Microsoft were more insidious. For a corporation scared Sony would kill Windows gaming with Linux, they sure as hell tried to kill PC gaming before Valve had to swoop in and save it. Microsoft is the worse and their cancer infected many third parties and even Sony as to why they're shit today. God I'm glad they and Sony are going third party and won't be in hardware in the future, what a terrible era of gaming they created.
Anonymous No.718037596
>>718036774
You forgot about Max Hoberman. He wrote the groundwork for Xbox Live and matchmaking.

Reminder Max Hoberman aka Yeroen was the soul of Halo's multiplayer

Did you know that the original plan for the Halo 2/3 multiplayer wasn't even what we ended up with, they wanted to do a Halo 5 Warzone like mode? Max Hoberman had to argue to get the classic arena-style mode in. Bungie didn't really take it seriously though, they all nicknamed Max's version of multiplayer "party game".

Few realize that Halo multiplayer has its roots in Marathon. It's also what first put Bungie on the radar.

>"Gephyrophobia, fear of bridges. Yeah, another map, if I recall, with super verticality. A lot of people fall into this trap, which is people think bigger is better. I mean, hell, it happened even on the warfare stuff we were talking about for Halo 2 in some ways. Its just not always the case. In a lot of those maps they had this mandate, and I don’t remember where it came from, but we had to do bigger because bigger is better." -Max Hoberman

Max and his team kept working on Halo 2's multiplayer while everything else fell apart. The people working on Warzone ended up getting nowhere so Bungie decided by dump it and make Max's multiplayer mode the Halo 2/3 multiplayer.

Halo 2 and 3 were the passion projects of Jaime Griesemer and Max Hoberman. They hate Reach more than any Halo fan.

After Halo 3, Max Hoberman and Jaime Griesemer left Bungie and Sage Merrill became Gameplay Design Lead for Reach/Destiny (lol remember when everyone blamed him back then)
Anonymous No.718037763 >>718038064
>>718011009 (OP)
Halo actually had a lot of effort put into it for the single fact that there are multiple different enemy types each with their own skeleton and AI that all form squads to compliment each other. For example when you're playing DOOM there is no cohesion among the enemies. You don't NEED to pay attention to the fodder enemies before tackling the bigger threats, they're only useful as healthpacks. In Halo, you must decide whether you want to kill the elites first or go after the fodder. If you just focus on the elites, all the fodder will destroy your shields and leave you vulnerable to the elites you're fighting. If you focus on the fodder, jackal shields and the sheer number of grunts running around will slow you down and provide elites with an opportunity to close the distance to you. Then they interrupt the potential monotony by introducing special enemies Hunters or elite versions of normal enemies like fuel rod grunts or elite generals with swords etc.
And that alone is fine, but what truly made Halo special was its various factions each with their own theme and how the game introduces you to them, and the environment/aesthetics of these many factions. Marines, Sentinels, Flood, Covenant, Forerunner. Even though the Forerunners didn't have any actual entities other than the sentinels and Spark, you could FEEL them through their architecture and exploring vast alien structures that were very clearly different from the theme of the Covenant, and the fact the Covenant themselves felt foreign on the Halo ring, like Halo itself was so alien that it was more mysterious than the alien armada itself.
Anonymous No.718037853
>>718014642
Based. Fuck Frankie.
Anonymous No.718038000 >>718040332
>>718011009 (OP)
nobody wants a new halo anymore knock off or official. The people who say they do are full of shit. Overwatch 2 a dead game has more players than MCC and infinite combined. Halo is dead sadly.
Anonymous No.718038064 >>718038167
>>718037763
>Halo actually had a lot of effort put into it for the single fact that there are multiple different enemy types each with their own skeleton and AI that all form squads to compliment each other. For example when you're playing DOOM there is no cohesion among the enemies. You don't NEED to pay attention to the fodder enemies before tackling the bigger threats, they're only useful as healthpacks. In Halo, you must decide whether you want to kill the elites first or go after the fodder. If you just focus on the elites, all the fodder will destroy your shields and leave you vulnerable to the elites you're fighting. If you focus on the fodder, jackal shields and the sheer number of grunts running around will slow you down and provide elites with an opportunity to close the distance to you. Then they interrupt the potential monotony by introducing special enemies Hunters or elite versions of normal enemies like fuel rod grunts or elite generals with swords etc.

You can thank Jaime Griesemer for that. He also designed Pillar of Autumn and 343 Guilty Spark. Marcus Lehto designed Halo and The Silent Cartographer.

>"OK, so most of the 'Bungie design wisdom' that you hear or read about is originally from Jason Jones. He is the creative epicenter of the studio and an amazing designer; he really doesn't get as much attention as he deserves." Griesemer says Jones, who was instrumental in designing Halo: Combat Evolved and led the Halo 2 team, is one of the industry's best. "And he's the guy that taught me the craft, so sometimes I end up quoting him and don't even realize it." The "30 seconds" phrase had come from Griesemer, but the general philosophy had pervaded the studio long before it was committed to a documentary.
Anonymous No.718038073 >>718040353
>>718037497
I'm still pissed that they were able to get away with making people pay to access online multiplayer and managed to get Sony and Nintendo to follow suit in the upcoming gens. Whats even more baffling about it is that people actively defended that subscription online model back then
Anonymous No.718038167 >>718038230
>>718038064
"It started back in 2002, [then Bungie programmer] Chris Butcher and I were working on a GDC talk called 'The Illusion of Intelligence: The Integration of AI and Level Design in Halo.' The premise was that he was the AI programmer and I was the designer working on characters and we were going to explain where we overlapped on Halo. To do that, we talked about how the AI handles all the decisions on the 30-second timescale; where to stand, when to shoot, when to dive away from a grenade. And the Mission Designers handle what happens on the 3-minute timescale; when to send reinforcements, when to retreat, encounter tactics. But in between, design and programming had to work together to come up with behaviors and a combat loop that would serve as the bridge between the 30-second AI and the 3-minute mission script. So that's where the idea of a short, repeated segment of gameplay first showed up."

Griesemer left Bungie in 2010, saying goodbye to his unintended "half-minute fun evangelist" role, and several nebulously bordered areas of expertise. "You've got so many people working on a game, making contributions; it's impossible to separate out who did what," he says. "Like, on Halo 1 my credit was 'Designer' and on Halo 3 my credit was 'Gameplay Design Lead,' but I did virtually the same thing on both projects. Weapons, vehicles, characters, AI, controls, camera, balanced multiplayer, tuned the difficulty, all the stuff we called 'sandbox gameplay.' And obviously I didn't do anything by myself; designers are very dependent on other people to get anything done."
Anonymous No.718038230
>>718038167
"I think the reason Halo feels different is because of how it is tuned. Most games have a single difficulty, or you know, maybe they have multiple difficulty levels, but at any one time you are only playing on one difficulty. And the AI does a set amount of damage and each encounter has a certain challenge, and you either are good enough to beat it or not, and if not maybe you learn or get lucky the next time and get through it. Halo is fundamentally different in that it lets the player set the pace.

"It doesn't do any magical dynamic difficulty; it doesn't make itself easier if you suck. But just naturally, how it is tuned, it waits to see what you will do, how hard you will push, and then it pushes back at just the right resistance. If you play carefully and pick guys off, you can work your way through a big encounter without too much risk, but if you charge in, guns blazing, it will push back really hard and probably kill you. But then if your shields go down and you run for cover, it backs off and lets you catch your breath. In most games, if you hide behind cover the AI comes around the corner and roots you out, but the enemies in Halo won't usually do that."
Anonymous No.718038720
>>718011009 (OP)
Halo will never have a indie game made in its image because people still don't understand why Halo was the giant it was back in the 2000's.
Anonymous No.718039275
>>718031194
I was range banned one for posting CP (the real one, russian cunnie web cams)
Anonymous No.718040332
>>718038000
Name 1 (one) Halo knock off.
Just fucking one (1).
Anonymous No.718040353
>>718038073
>paid online
>paid DLC
>went all in on microtransactions
>dumbed down gameplay for games
>regenerative health popularity
>started paid journalism that led to Gamergate
>made video games massive advertisements instead of being about the gameplay
>tried to kill indies, AAs, Japanese video games, and PC gaming
>nukes your entire Windows Live backlog
>Microsoft Store (PC) versions of games don't even have the same level of updates like Steam's versions
>tried to force cloud gaming and subscription services into everything instead of just keeping that shit to themselves
I'm glad Microsoft's influence in gaming is ending.