Halo 4 Gametypes – Regicide

2012/04/18 in 4, commentary, halo

Regicide (n):

The deliberate killing of a monarch or emperor.

What Have they Said About it?

Almost hidden amoungst the Game Informer-exclusive story on Halo 4 in their most recent print magazine (cover) was mention of a new Free For All gametype known as ‘Regicide’. Details were light but from the description in the magazine it sounded like a variant on Slayer that included bonus points for ending the killing sprees of the current leading scorer. Not sure I can safely quote the section without GI getting mad at me!

Fortunately, Brad Welch (lead multiplayer designer on Halo 4) briefly mentioned it during an extra, and more importantly free, video on competitive multiplayer that Game Informer’s post on their website. At 2:25 to 3:05 in video he described it thusly:

“We’ve got a new Free-For-All mode called Regicide. It’s a bit different to normal Free-For-All: there’s always a King in Regicide and you’ve got to kill the King. So you can get points just like in normal Free-For-All by killing other players but, the King gets a bounty on his head and the more kills that the King actually gets the higher his bounty gets. So, a good King is also a good target. He’s marked for everyone on the map, you get a lot of cat-n-mouse chase scenarios. It’s tough to stay as the King but also everyone is coming towards the King so you’ve got a lot of targets to shoot at – so it’s a very fast-paced mode. You get lots of swings late in the game and we find it makes Free-For-All a bit more accessible to new players and it’s a bit more of a fun, frenzied mode that people can get into and have a lot of fun with.” – Brad Welch, 343 Industries.

Check out the rest of what he said in the video on Game Informer’s site.

What Exactly is it Going to Play Like?

So the description we’ve got isn’t exactly a technical specification: does the King’s bounty grow with each kill without dying he gets? Or does his bounty keep growing for every kill as King even if he is killed between kills? What happens when a King has a large bounty, but someone overtakes the King’s score, and becomes the new King? Does the bounty get transfered? (Very dangerous for the new King) Or is the bounty permanantly lost? (seemingly ‘wasteful’).

We’re going to have to make a couple of educated guesses to discuss this gametype: lets say that for every kill the leader makes, in a row without dying, their bounty increases until they are killed. So if a player becomes the king, and then makes 2 kills in a row without dying, their bounty would be ’2.’

Of course, once they die and respawn, this would imply that their bounty would be reset to ‘zero’ and killing the King would be no more lucrative than killing any other player, and marking them for everyone would be pointless. From this I would assume that killing the King at any time carries with it an extra bounty.

More formally, killing the King rewards points equal to: normalKillPoints + standardKingBounty + spreeAsKing*kingSpreeBounty

Would it be fun to play?

From the magazine description I had already surmised that this gametype is probably intended as a way to allow people to catch up more easily and add another focus (the score leader) into the chaotic game of FFA Slayer. Brad Welch’s descriptions bears this theory out as well.

Even with so many potential targets in FFA Slayer, when losing it is difficult to make the necessary volume of kills quickly enough to catch up to leaders who are often walking around with power weapons and in superior map positions. Unlike in a team game where it is often obvious roughly where to go to find the ‘front-line’ of action and engage the opposite team, in FFA intense fights can break out on nearly any part of the map. Especially for new players it is often unclear where the most beneficial places to be are, and sometimes players can lose because they are wandering around the empty parts of the map and not getting kills rather than because they are unskilled at fighting.

From that perspective, you can see how marking one player as a universal target for all players will make it clearer on where to go. The King of the Hill gametype directs players in this way already, interestingly enough. However it’s likely 343i wanted to keep score flowing for all players and avoid suffering rather than suffer the non-capture griefing problem of existing Koth – at the same time, they keep the gametype firmly based upon Slayer.

Unfortunately, I have the sneaking suspicion that the King bounties will actually make the game of Slayer more chaotic – from the scoring if not map-movement perspective. Brad Welch’s comment about swings late in the game is quite telling of this.

While the King getting a bounty on his head is incentive for everyone else in the game to kill him, it becomes a punishment for the leader themselves: they lose all stealth, and while they get a constant stream of targets, the greater their success, the more likely it is that whoever kills them will suddenly overtake or rapidly catch up with them.

Players will end up not wanting to be in the leading position because of the liability and risk. Instead, they’ll want to stay close in the second or third place and, as Brad Welch indicated, make their move towards the end of the game. A common move would probably be to kill the current King and collect the large bounty to propell them over the point limit.

This of course would make it unsuitable for serious, for-the-win competitive games and would relegate it to more of a ‘party’ game in the same level as Fiesta or Reach’s Headhunter. Brad Welch’s comments on it being a “fun, frenzied” gametype are perhaps indicative of this, and that’s a bit of a shame.

Could You Make it Better?

If a kill was worth one point, killing the current King was worth another point, and for each kill in a spree the current King had was another point, it’s easy to see how massive swings could happen:

  • Kill: 1 Point
  • King Kill: 2 Points
  • King Kill on spree of 2 kills: 4 Points
  • King Kill who is had a Killing Spree as King: 7 points

If the current King has 49 points in a game to 50, and has just got his 5th kill in a spree as King, then someone with as little 43 points (losing by 6 points) could kill the King, collect the bounty, and instantly take the lead and win!

However we do know from the trailer (at 3:13 in this video) that 343i seem to be revamping scoring wholesale in Slayer so that 1 kill no longer equals 1 point. Each kill seems to be worth perhaps 5 or 10 points. If this were the case, the degree to which large swings can happen by killing a good King could be lessened. For example:

  • Kill: 5 Points,
  • King Kill: 8 points,
  • King Kill on spree of 2 kills: 10 points,
  • King Kill on Killing Spree: 13 points.

This could go hand-in-hand with other bonus points in the theme of Halo: Reach’s BTB heavies or my own ‘Stylish Slayer.’

If the scoring was more like this, then the scoring wouldn’t be as chaotic, with massive swings, it would be a bit more predictable and it would be slightly more competitve. Killing the King would still be a good idea if you got the chance, but it wouldn’t become so lucractive that you’d sacrifice all other concerns in order to do it.

But Who Wants to be King?

There is still the problem of the disincentive of being in the leading position: you becoming directly more lucrative to kill and everyone knows where you are. Either one of these would serve to compress the difference between the leading players, and the field as a whole. When you do something like that generally the winner depends more on luck than skill.

A King has the benefit of extra players coming towards them, but few want that pressure of being priority target number one, especially when their death could catapult someone else into the lead.

I certainly feel that players in this gametype could use some extra incentive to want to become the King and, perhaps more importantly, try to stay as the King for as much as the game as possible - all the way to the end if they can. Being the lead scorer is naturally a position of power since you have a buffer of points over other players – players should want to be the King, not be afraid to be so.

To try and redress that incentive imbalance, the King himself could get extra points for every kill he makes as the King. So if most players get 5 points for killing another non-King, then the King might get 6 points.  If this is set at the right level, the King actually gets a bit of Reward for all his Risk in the form of being able to accumlate further points slightly more quickly.

If Regicide was made like I describe above, it would retain the benefits of having a more centralised, focused Slayer as is its intention but, there would be less chaos in the scoring and more of an incentive to be the King.

Could you Summarise that for me?

Regicide is a new Free-For-All gametype that 343 Industries are adding to Halo 4. It is Slayer-based, with bonus points for ending the spree of the ‘King’ – the current score leader – who’s location is marked on the map at all times. Its intention is to give a more centralised focus to the FFA Slayer environment and give players someone on the map to go to and reason to go there. It can be described thusly:

  • Kill other players for points.
  • End the Sprees of the leading player (King) for bonus points.

I worry that if ending the Spree of a King is rewarded to highly, it will simply make the scoring chaotic and down to luck rather than skill. 343i’s statements about the gametype seem to indicate this may be the case. There would seem little reason to want to be the King yourself for much of the game since you get a huge target painted on you and you can earn more points by killing someone else who is the King instead.

However, if the bonus points for killing the King were only a fraction of the worth of a normal kill, the chaos would be reduced while still providing incentive to kill the King and a place on the map to go.

Furthermore, people should want a reason to be King for more of the game since right now it seems like a pretty raw deal. To help with this, I propose that any kills a player makes as the King should be worth slightly more. My construction would be summarised with an additional point:

  • Kill other players for points,
  • End the Sprees of the leading player (King) for more points,
  • Become the King to earn Bonus points for every kill you make.

Would this gametype be perfect for the highest levels of competitive play? Maybe not. There is little way to be sure without playtesting it and fine-tuning the trade-offs between being a King or a normal player. Nevertheless, I believe this would have a slightly wider appeal across the fanbase.

Couldn’t you make this in Reach?

You can make some of the features of this gametype already in Reach’s custom gametype editor – in fact you have been able to do for several Halo games now. In the ‘Slayer’ options, you can assign bonus points for the killing of the leading scorer (invidiual or team, known as ‘Leader Kill Bonus’). The Slayer gametype also features a ‘Leader Traits’ option, where you can make it so the leading scorer (aka ‘King’) has a waypoint over their head(s) at all times.

But what about the King Spree bonuses, and my idea of extra points for killing as King? Not with the in-game gametype editor, but I would wager you could with a custom-scripted Megalo gametype. That’s perhaps the biggest gripe I have about this gametype: why not bring it to Reach, test it, and release it fully polished on launch day in Halo 4?

At the same time as testing a gametype for Halo 4, you give Reach players something new and interesting to try out, that would freshen up the game’s rarely updated FFA playlists. If successful, it could whet their appetite for more Halo 4 gametypes. If unsuccessful, then it would be a strong indicator to redesign or scrap the gametype before Halo 4′s release in November – it would strengthen Halo 4′s line-up in either case.  It would also provide the same benefits as giving a focus to a Slayer-based FFA gametype in Reach as it would in Halo 4.

Megalo has the power to tag specific players with extra properties and trigger extra events upon their deaths (see: Headhunter). So the only downside is finding someone with the relevant expertise in Megalo with the time to build and test it. Hell, give me access to Megalo and I’ll do it myself! No, I’m not going to stop asking. ;)

-RC

Regarding ‘Random’ Power Weapon drops in Halo 4…

2012/04/07 in 4, commentary, halo

Knowledge is power.

But knowledge is not a skill. You cannot get better at knowledge. You simply acquire more of it.

What is the skill, is the rapid acquisition and application of this knowledge for success.

Lack of knowledge, about maps, about weapon placements, is a huge barrier for entry to new players. You only have to compare the amount of players that buy the game, to the amount of players that enter multiplayer at all, to the amount of players that play more than 20 games to see a huge drop off of players. Thats a problem when you want to keep as many games off the 2nd hand market as possible, when you want people to stick around to buy DLC, to use other tertiary and premium services like the rendering or Atlas. You want players in your game, playing matches, because the more people you have the better the overall experience for everyone in terms of skill and connection matches.

It’s not hard to understand that part of the reason for the massive drop of rate is because players are getting killed by powerful on-map weapons they had no idea even existed – that doesn’t seem fun or fair to them. They have difficulty learning where these weapons spawn because they always seem to be in the hands of other players who have simply played more - who have got over that initial frustration and lack of knowledge, not that they’re actually better at the game.

The only consistent, in-game, way to learn where the weapons are is to go into Forge, select each weapon in turn and inspect the properties. Even then, the version you have provided for you on the disc inevitably diverges from the one in matchmaking (but you can fix that of course). Maps are set up for a plethora of gametypes where some weapons or vehicles may not appear in the gametype you’re interested in, and they contain a huge amount of extra information that is difficult to interpret into it’s in-game relevance (tags, spawn zones etc).

It is completely unreasonable to expect new players to learn the ins and outs of Forge mode, to painstakingly go through each map in turn learning where weapons are and how long they take to respawn, just so they can begin to be on an even footing with more experienced players. I’ll try to be clear here: I’m talking about a game between two players where their ability to manipulate weapons, their aim, their strafe, their ability to navigate spaces quickly and cleanly is the same, they learn at the same pace etc. One player however knows a given map, where the weapons are, how long they take to respawn and because of that, that player is almost guaranteed to win. Weapon locations are an essential part of map knowledge, crucial to success in almost every gametype, yet that information is very obscured.

Tell me: how often have you done gone into Forge to do this? I have only done it a few times on a handful of maps, to check very specific weapons that were confusing me. For the most part I’ve muddled through learning mid-game because I want to play against people and not spend my time in Forge reciting weapon locations and respawn times. My knowledge is incomplete, vague and yet my skill still means I’m counted amoung the top few percentiles of players.

For example, there is a Plasma Pistol in each of the bases on Hemmorhage; can you tell me off the top of your head, what the respawn time for the weapon is? Now this is an essential anti-vehicle weapon on the map, and I don’t know what the respawn time is myself.

So how do you fix this? How do you make maps easier to learn, and make sure the players that win are the ones that are more skilled, rather than simply more knowledgable?

Well to start with you could bring the information about weapon spawns and timings much closer to the surface: Gears of War (last I checked) has a little overhead map that you can view before the start of a game which showed you key weapon locations. Halo could certainly use that verbatim – the Atlas facility in the Halo Waypoint app is certainly the start of that (although it is behind an awful pay-barrier).

But that’s still just rote-learning and is out-of-game. Ideally you want players to be learning as they play, inside the game world because that is more fun and what players would rather be doing anway. For that you’d rather need to change the mechanic.

That’s exactly what 343 Industries seems to be doing with Halo 4: where power weapons aren’t always in set locations at set repetious times. The would ‘random’ was used as part of the brief description of a system that is clearly more complex than vague rumours and 3rd hand information can effectively convey. The company was quoted as saying they wanted to take away the aforementioned advantage that experienced players have.

For Mr. Traditional-Halo-Uber-Pro-Headshot-Skill-Gap, both of those are huge red flags: “They’re casualising the game”, “They’re noobing it up”, “They’re catering to casuals, they don’t care about skilled halo” and other such dramatic assertions.

When this type of player thinks of “random”, they think of Crazy King, of Fiesta, of weapon firing spreads – mechanics that can (both potentially and in actuality) dish out advantages to one side or another ‘unfairly.’ But things can contain elements of randomness and still be entirely fair, fun and even competitive. Respawn locations for example.

It will never be completely random of course, and there will necessarily be a limit to the number of locations. We still know next to nothing about the specifics. 343i aren’t immune to the cries of the hardcore competitive types (see the recent removal of Jetpack from Arena). It’s entirely possible, for example, that while the exact location is random each time it spawns, that this location will be called out to all players on the map 10 seconds before it actually spawns – so that players have a chance to adapt their location and tactics on the fly to acquire it or defend from it’s possession by the opposite team.

Does that sound a little like Invasion Slayer? Why yes it does. But unlike that gametype, there need not be just one location for power weapons, they don’t need to be as overwhelming and numerous in each drop, and the locations can be more finely and fairly controlled.

It isn’t a question between pure hidden randomness (which is unfair) and pure hidden determinism (which can get boring and has the problem of knowledge rather than skill ruling the day). You can bring the knowledge to the surface, and you can make it so players need to react on their feet a little more rather than act in pre-determined cycles.

Have you ever heard the phrase: “a minute to learn, a lifetime to master”? It’s a good rule of thumb for creating games: that anyone should be able to get up and running very quickly, but that there is still immense depth to the gameplay. From the sounds of it, 343i want the basics to be quicker and easier to learn, so players can concentrate on the mastering part more – this is a fine goal and nothing people should be objecting too. Halo, even just from the perspective of using the Xbox controller, is difficult to get into and if you can make the rest of it easier to learn you’ll have generally made a better overall game. These things don’t have to make the game easier to master either.

Let’s think about it: why wouldn’t you instead go the opposite direction and make the maps arbitrarily difficult to learn and navigate? With hidden passages and invisible routes, hidden caches of weapons (Carney Holes) with arbitarily obtuse weapon respawn timers and triggers? Well, because once everyone has that knowledge, you haven’t necessarily added anything to the complexity, fun, skill gap and competitiveness of the game. It’s fake skill-gap dependant purely on the difference in knowledge – not how well you can acquire, process or apply that knowledge.

Knowledge is power. But knowledge isn’t a skill.

Don’t get me wrong: I’ve been among the harshest of 343i’s critics – so much so that in some circles I am known for such. They haven’t earned my trust and for all we know Halo 4 could still be an unmittigated disaster. But please, if you’re going to complain about or criticse them for something, do so about something that actually needs it and not about something that, at least on it’s motivations, is a good idea. Once we have a fully-realised example we can then discuss whether the implementation really works, but until then let’s not freak out.

Besides, everyone knows 2v2 Halo CE will always be the pinnacle of competitiveness ;)

Gametype Issues in Halo, and How to Fix Them

2012/04/04 in 4, halo, reach

I’ve been writing what many would consider an overly long article which discusses at length the systemtic flaws in the majority of Halo’s gametypes. Then I discuss some gametypes I really like and what makes them good, then delve into new gametypes and variants based upon these and other ideas. It’s been going up on my site bit-by-bit on my site under the ‘articles’ sub-menu over the last few weeks: start here and navigate through the rest of the

I’m closing in on the end now, what I’m probably going to end up doing is to making a video that summarises the main points with visual aids and examples from real games.

As pointed out to me on the discussion thread on Halo.Bungie.Org the format (all criticism first) has probably turned a lot of people off from reading this at all. I’ll try to keep a healthy rate of ideas and positivity in between sections of critiscism on different gametypes. Alternatively, I might re-release it at some point as a series of self-contained articles on each gametype that includes suggestions most appropriate to the gametype discussed in each.

For now, if you dare, read the article as it currently stands. If you want to skip the criticism, you can jump to Part 6 where the suggestions for improvements really start to flow.

-RC

Anniversary Kinect Library Text Info

2012/02/12 in cea, halo

The latest Halo game (re)release, Halo: Combat Evolved Anniversary, contains a so-called ‘Library’ with information about weapons, vehicles, enemies and objects in the game with short text descriptions as well as a 3D model that you can spin around.

These features can only be unlocked by using the Kinect-only voice command to enter an ‘Analyze’ mode while in the game and then ‘Scan’ning the various objects which appear highlighted in orange. For those without Kinect this is frustrating as there is no real technical reason why it has to be Kinect-only since the in-game Analyze and Scan could have been done just as well by utilising the D-pad – which is only used as a duplicate of the far superior analogue stick in Halo CE.

Therefore, I took some time (many hours, be grateful!) to both find all 45 items that appear in the Library, and then copy out the entirity of the text content into a handy PDF format for your fictional consumption.

Download: HCEA Kinect Library Text Content (PDF, 276KB)

I suppose this falls under the Game Content Usage Rules, so I’ll link them here.

-RC

p.s. Yes, the description for ‘UNSC Marine’ and ‘UNSC Armored Marine’ is supposed to be exactly the same – I felt a little short-changed when I found that out.

Musings About Getting Stuff Done

2012/01/30 in advice, general interest

I’m not going to claim to be some great philosopher or an incredibly original thinker with this post. These are just some sayings I thought up that you may find yourself to help direct yourself in life. I want to write them down for myself more than anything – as almost inevitably in life, some measure of wisdom will eventually seep in somewhere.

The Computer is not your friend nor your slave; it is your enemy.

Computers are truely amazing and powerful devices which can be used for huge amounts of productivity. But they can also be incredibly distracting things – particularly when connected to the internet. I have been on truely epic multi-hour journeys into various corners of the internet, exploring teh lulz or some strange facet of the world that I never knew about. This would be fine if I were stuck in a long journey with nothing else to do or already spent from the day’s regular exertions, but I actually have a lot on my To Do list and getting distracted during the middle of the day doesn’t help shorten it. One must learn to marshal one’s time around the computer and keep focused – something I’ve been trying to get better at for quite a while, though I believe I have made some progress (at least I’m updating my site!)

It’s not about what you can do, or what you think, it’s about what you’ve actually done!

A sort of re-phrasing of ‘actions speak louder than words’ or ‘put your money where your mouth is’. It’s also a motivational call for myself to put grand ideas down to paper, flesh them out, or get on top of the To Do list etc.

Talking to an empty room will help no-one but yourself.

This is not to say that sometimes taking some time out to sort yourself out isn’t a good thing. But to really have an impact, to really get things done, invariably other people need to be involved.

The measure of a man is the sum of his actions multiplied by the number of people it affects. Note his private thoughts, not his dreams or wishes.

This expresses the same kernal of thought as the one higher up: do something, and do it well! It also expresses my belief that you should persecute someone for thinking a certain thing or in a certain way. You should instead treat them based  upon how that belief or thought translates into the real world. If you can’t have the thoughts inside your head all to yourself, private and utterly free, then there really isn’t much left.

Even words can be an action, but they must reach someone – no-one ever saved the world by sharing the meaning of life with their floor.

If a tree falls in the forest and no-one is around to hear it, does it make a sound? If you replace trees with people, then my belief is that effectively they didn’t make a sound at all. Humans are at their core social animals and without the sharing of knowledge, the knowledge might as well not have existed in the first place.

So, there you go! Perhaps I have simply reconstructed something I read or heard long ago but conciously forgotten about. Perhaps I have actually managed something interesting. These phrase were all written on a whiteboard one night as I struggled for motivation and progress on tasks! That probably means I’m insane as well as useless but, hopefully I can change that.

-RC

An Update

2012/01/30 in halo, Update

It’s been literal months since I last posted on this website. I meant to post more regularly but never seemed to get around to writing anything. This is not to say that I’ve done nothing in the last three months…

Who are you anyway? What do you do?

I’ve decided that I’m not really interested in maintaining multiple, separate online identities, and I’ve already ruined the mystique anyway by linking to content on this site from other identities.

As you might have probably already figured out, elsewhere on the web I am known as ‘RC Master’. I am a big fan of the Halo series of video games for the Xbox 360 (as if you couldn’t figure that out from the previous posts on my site) . I am a staff member of the site High Speed Halo – one of the oldest Halo fansites (est’d. 2005) – which maintains tables of World Record Speed Runs and High Scores on all of the FPS Halo games. Sort of like what Speed Demos Archive does, but specific to Halo.

I hold over 40 world records across Halo 3, Halo 3: ODST and Halo: Reach – more than anyone else. High Speed Halo’s videos gets featured on the official Halo Waypoint website as featured weekly content. One my my runs was featured just yesterday.

Apart from the content that is posted to High Speed Halo, I also run my own personal YouTube Channel named ‘MasterRC’ with guides for tricks, achievements, commentary on specific runs. It’s mostly Halo at the moment because that is what I’m best at and play a lot, but I have begun to post videos from other games as well – namely Battlefield 3. I’ve more than doubled my subscriber count in the last 3 months  – it currently stands a 984 subscribers.

I posted a new video to that channel yesterday, talking a little bit about the changes that the September 2011 Title Update (1.1) brought to the weapons of Halo Reach, mostly the Needle Rifle, but also the DMR as well. The gameplay was pretty ridiculous: I managed to get 37 kills in the 11 minute long game with only 1 death – more kills myself than the entire opposite team got against us. I got some criticism that it didn’t really isolate the NR which of course was the named weapon in the video title. That’s ok though; I have more footage where that came from on different maps against slightly better teams.

So, there you go, from now on I’ll be signing my messages as:

-RC

Skulls of Halo 4: HUD Skulls

2011/09/29 in 4, halo

Let me get this off my chest right now: I hate the Blind Skull. At least as it has existed for the past 4 Halo games since its introduction (along with the whole concept of Skulls) in Halo 2. I want something better for future Halo games and the logical target for that wish list is 2012’s Halo 4.

Background

For those that don’t know, what it does is remove every single element of your heads up display while playing the game. That means that ammo counts, grenade counts, health, shields, your reticle, and even your own arms and weapon disappear! When you fire your invisible weapon with your invisible hands you can still see the weapon effects, such as smoke, flames and other assorted sci-fi goodies.

Doesn’t this Skull already sound silly? Well it gets better: your arms and weapon are only invisible to you in first person perspective; everyone else can still see them, and in sections where the camera switches to third person (e.g. when driving a vehicle) you can then plainly see your arms are still visible, as are your weapons. Additionally, when you look down in the later games, you can still see your own legs. Overall it creates the impression that you must be spitting bullets out of your faceplate: which while sounding epic on paper, feels and looks ridiculous in practice.

Unlike variously named ‘hardcore’ modes in games such as Call of Duty or Battlefield, the Blind Skull goes a step too far in removing the first person weapons, arms and, for Halo’s mechanics, the reticle. While the aforementioned games’ HUD-less modes attempt to ground the player in a grittier, harder and “realistic” setting, the Blind Skull in Halo removes all on-screen elements for its own sake.

This complete lack of anything on-screen meant that in Halo 2, 3 and ODST, the only way to tell what weapon you were carrying was to listen to the sounds it made while swapping weapons, meleeing, or by actually firing the weapon: a tactic that did not always end well when using a Rocket Launcher.

Granted, back when this Skull was first introduced in Halo 2, being able to remove all of the on-screen obstructions to the environment of the game was of great help to machinima makers and fan artists; who utilised the tool to capture some spectacular imagery from the game.

With the advent of the theatre mode from Halo 3 onwards (the game’s replay system) this purpose was lost: the theatre featured a free-flying camera with no on-screen obstructions and even an in-built screen capture system. Yet, the Skull’s effects remained unchanged.

Worse still, the Skull’s soul-crushingly difficult effects were not even off-set by an increase in points earned while using it in the games’ arcade-style scoring mode; it was relegated to a Silver rather than Gold Skull. This was an inappropriate placement for such a difficult Skull: it resided alongside three other skulls which made the AI say funny lines (IWHBYD), hilariously exaggerated physics effects (Cowbell) and one which made a particular enemy explode into confetti when head-shot to sounds of ‘Yay!’ (Grunt Birthday Party).

Further, the latest and final of Bungie’s Halo games, Reach, introduced a rotating challenge system which encouraged players to perform various actions or feats in the game in exchange for credits towards the game’s progression system. Among the hardest of the challenges presented in this system were so-called ‘LASO’ or ‘Legendary, All Skulls On’ challenges, where players were given a week to do each. So difficult, unforgiving and frustrating was this mode of play that only a few dozen players in the world ever managed to complete the entirety of any of the Halo games in this way (at least without cheating). After the first LASO challenge Bungie quickly realised that the inclusion of the Blind Skull made the challenges rather un-fun and put off a huge segment of the audience from attempting the challenge; they subsequently removed it from future LASO challenges and it has not been seen in a challenge since.

If one were to guess from all this that the Blind Skull is by far the least used Skull in every game in which it has appeared: one would probably be right.

The Problems

I have briefly mentioned most of the problems in the opening text but, I will lay them out specifically here:

  1. It is one of the most difficult skulls in the game, but has no reward for use,
  2. It reduces believability and grounding in the game world,
  3. It overrides the effects of an existing Gold Skull: Cloud/Fog,

Just to explain #3 since I haven’t before now: Cloud (original known as Fog in Halo 3) is a Skull that removes a player’s motion tracker (commonly, but erroneously referred to as the radar). It is a so-called Gold level skull and grants a boost in points earned for killing enemies while the skull is active. However since Blind removes every on screen HUD element on its own, it overrides the effects of the Cloud skull.

To explain #4: The lack of a shield indicator can be overcome by boarding a vehicle or using a mounted turret and seeing your shields from 3rd person. Additionally, you can hear and often feel (haptic feedback) when your shields are taking damage, and there is a special sound for when the shields are broken. The health indicator in Reach is split into 3 recharging segments: which are indicated by varying loudness of a heart-beat type baseline in the game’s soundtrack. Loud heart-beat = low health; this was a feature brought into Reach from the very first Halo game.

You can tell what Armour Ability you have equipped by simply using it: it has infinite recharge. You can tell what weapon you are holding by switching between your two weapons and listening to the sound it makes when it is drawn, feeling the haptic feedback during such, and by firing the weapon. In Reach you can simply press the BACK button on the Xbox 360 controller to be shown what weapon you are holding and what armour ability you have. To make up for the lack of reticle, many players simply learn by ‘feel’ where centre of their aim is for on-foot and vehicle-mounted weapons. Alternatively, a simple mask can be applied to your display to indicate where these would be.

The amount of ammo capacity a weapon has can be learned from knowing the typical amount of ammo dropped with each dead enemy or by knowing the values of the pre-set ammo dumps around a level and tracking how much you use – arguably this is a skill and that’s fine. When the ammo capacity drops below a single magazine, a player can tell this by attempting to reload when only one bullet is out of the magazine: the weapon will not reload.

Without the Blind Skull, many weapons have special appearances when they are completely out of ammo/when their magazine is expended: with the blind skull the same situation can be known by listening to the audio queues and haptic feedback.

The Solution – HUD Skulls

Overall, the solution then, in my opinion is to tone back its overall effects and give some incentive to actually use it. What this means in practice is that it should not remove a player’s first person arms or weapon and should leave them some form reticle to ground the action and to know where they are actually aiming.

Unlike games such as Battlefield/CoD, a player in Halo needs some form of reticle as they do not have the advantage of ‘aiming down the sights’ and using the first-person weapon’s own iron-sights to alight targets with. Halo is arcadeier in that way, and any zoom modes on weapons are typically explained as weapon-mounted camera’s linked directly to the armour’s visor.

So, the player needs some form of reticle, something as simple as just a dot. If people remember, the game Mirror’s Edge, which had essentially no HUD, still had the option to enable a small dot in the middle of the screen to help against motion sickness. While Halo is not as embodied in its movement as Mirror’s Edge, players would still suffer from similar things. Additionally, the reticle in Halo serves a functional purpose that can be replicated with a simple screen mask: allowing a small dot rendered by the game allows the skull to be more accessible, while still retaining the real difficulties of the skull.

Additionally, the Skull should alter the game without simply requiring the player to perform some round-a-bout action to uncover the same information. So there is no point in hiding the weapon and arms. Keeping these visible provides a bonus back to immersion and accessibility: indeed, the theatre mode has an option to disable the HUD elements and leave the arms, which has led to some gorgeous first-person footage being captured from the games.

For the model of the solution we can find inspiration from one of the existing skulls: Cloud. This skull disables one, singular, element of the HUD: the motion tracker. In a similar way then, we can conceive of skulls which also only alter one specific element of the HUD: one skull for the shield bar, one for the ammo counts, one for the waypoints etc. Instead of one all-powerful skull, a stable of skulls can be created to turn elements off for varying degrees of HUD-less-ness.

Perhaps a player may not want to remove the HUD completely right away: this is certainly a daunting proposition. But like the skulls which make the enemies harder, if a player can turn on individual effects, they can dabble, mix and match to get comfortable with what each skulls does.

What follows is a list of 8 Skull ideas, with names, a suggested additional score multiplier, short descriptors for the UI and then longer, more detailed explanations.

The HUD Skulls

HazeCloudSurveyIron-sightsStockBlinkingFlatline

“Removes or alters elements of the Heads-Up Display”

  • Blurb – (+0.2x) – “Additional information lost.” – Disables all left-side info-reel messages (checkpoint, loading, teammate deaths etc). Disables all HUD indicators for scoring: number pop-up on kill, the bottom-right corner tally and back-button score-board. Disables current objective notification and completion notices. Disables trooper squad information.
  • Haze– (+0.2x) – “Motion tracker malfunction.” – Motion tracker signals are duplicated: 2x rotational symmetry on Easy and Normal, 3x on Heroic and 4x on Legendary. So, on Normal, an enemy coming from 90 degrees to the left looks like two enemies coming from both the right and left. This makes the motion tracker less useful, while not removing it entirely.
  • Cloud – (+0.4x) – “Motion Tracker Disabled.” – Completely removes the Motion Tracker. Overrides the ‘Jammy’ Skull.
  • Survey – (+0.3x) – “No help in finding things” – No Waypoints for allies, items of interest or objectives and no compass. No in-world flashing or blinking indicators of any kind for objectives.
  • Iron-sights – (+0.4x) – “Reticles replaced by dots.” – All weapons and vehicles’ specific reticles are replaced by a simple dot showing the centre of aim. Advanced reticle features such as accuracy indication (bloom), headshot indication, reload timing and IFF (red for enemy, green for allay) are removed.
  • Stock – (+0.5x) – “No HUD ammo counts.” – The HUD read-out of what weapon is selected and its current magazine status and reserve ammo is removed. The indicator of what secondary weapon is being carried is removed. Grenade counts and type selected are also removed from the HUD.
  • Blinking – (+0.6x) – “Shield meter offline.” - No shield level indicator on the HUD. Other indicators are still available such as audio.
  • Flatline – (+0.6x) – “Health status offline.” – HUD health meter removed. Other indicators of health still available (such as the heartbeat audio cue).

When activated all at the same time, the skulls grant an additional 3x (since ‘Haze’ is overridden), which seems fair when compared to the current value of 3x for the ‘Iron’ skull (no deaths) and 1.5 for just the ‘Cloud’ skull. Then again, these are just for reference to get the idea rolling; the scoring system could arguably do with an overhaul to.

Additional considerations

One if the things which makes co-op LASO easier than solo is that you can ask a teammate whether your shields are up or down, and they can tell by looking at you. In solo it can be very easy to lose track of this in fire-fights or over time, either due to concentrating on other things, or because the audio cues are actually masked by other sounds in the game. To address this imbalance, a player, in first person, should be able to tell at all times whether their shield is fully dissipated or not. Something akin to the ‘broken shield’ animation being visible from first person on the arms or legs would be a good start.

Another point is in regards to the indication of remaining health. In Reach you have two indicators of remaining health with the Blind Skull on: a light audio cue (throbbing heartbeat) and whether or not you can pick up a health pack. With the music, sound effects and dialogue, the former can be drowned out quite easily. The latter is of course not always available, and certainly a player does not always wish to use the precious health-pack (and thereby recharge their shields as well) just to know how much health they have. So, a raft of additional indicators can be proposed:

  • A light, regular haptic feedback in the controller, in concert with the timing and strength of the audio cue,
  • The Spartan to move with a (visual only) limp when health is below 2/3, visible from both first and third person. This would also help in competitive multiplayer in being able to spot already weakened players.
  • ‘Bio-foam’ (the game’s fictional healing aid) flecked with blood appearing at the seams of the suit. Notably this would be visible on the fore-arm around the wrist in first person.
  • Heavier or pained breathing when sprinting; which again would be useful to both the player, and opponents in versus multiplayer.

Without removing the view of the first person weapon the ‘Stock’ Skull could be more manageable than Blind is. Firstly, you will of course be able to tell what weapon you are holding instantly, simply by looking at it. Secondary weapons can be told nearly as fast by doing a quick weapon switch and having a look. Additionally, many weapons have visual indicators of remaining magazine capacity or overheat levels: the DMR and AR have explicit counters, the Needler and Needle Rifle’s needles visually deplete, and the PR, PP and Focus Rifle have on-weapon gauges of temperature and animations to match.

Finally, for the indications of grenades, I would propose that, like weapons, they be shown on the Spartan model. They could be attached to the armour slightly above waist height on the left side: for easy alignment with the grenade throw animation. Consider the mechanic of selecting or cycling through grenades: if they were simply placed in static holding devices on the suit, this would simply be a gamey abstraction to simplify the interface and work with the control device used. However, this mechanic could take a fictional manifestation in the form of a grenade-holding device which rotated or moved to present the desired grenade type for quicker access. This mechanism could be explained as being controlled through the suit’s neural interface: just as the rest of the suit’s systems are. With this device in place and explained in the game’s world, a player would simply have to look down at their Spartan model to verify which grenade they have selected and how many they have remaining.

Epilogue

To me, even if the player is given a projected HUD which clearly, quickly and beautifully conveys all the information a player needs to know about the game world, it is still a useful exercise to consider how they would get along without all that. Since its introduction, the Blind skull has begged that question and it hasn’t really been answered fully. Having secondary or tertiary ways of signalling the same information can only help the player get that information more quickly, or to verify its accuracy. Projected HUDs are placed off to the corners or sides, while player attention is usually focused towards the centre of the screen. Especially on large screens, the shift in focus from the centre to the edge can cost a fraction of a second of the player’s time. If they have additional ways of getting that information closer to their centre of attention (such as on their weapon or their character), it costs them less of their time if they only want a rough idea. With all those systems in place, the loss of the HUD outright is less of a frustrating, soul-crushing proposition and instead asks the player to pay a bit more attention to the myriad of other cues available.


Let me know what you think: I’m open to discussion, comments or criticism on all aspects of this article. Leave a comment or send me an email: Dr [at] DrTautology [dot] net.

As a closing question for people to respond to: which bit of your HUD could you not do without?

Halo Reach: Arena and Ranks Article

2011/06/21 in article news, halo, reach

So I’ve finally launched my ‘Articles’ section of the website and it has one rather lengthy article to kick it off:

The Arena and Rankings (PDF Version)

The article is about The Arena in Halo Reach and ranked played in Halo. It’s not just about the problems; it also features a bevy of suggested changes. I’ve been working on this article here and there since February and as such, the 7.5k word-count doesn’t seem entirely unreasonable for the length of time it’s been in development. That said, that will mean it’ll take you some time to get through it. I’ve done my best to break it down into sections as well as providing hyperlinks around the article so you can tackle discrete chunks.

It was an excruciatingly painful process to port the original Word document into the WordPress page and I honestly don’t understand why the WordPress ‘paste from word’ feature breaks so many things (including my beautifully constructed contents table). I’d reccomend downloading the PDF version for the best reading experience.

As I say in the beginning of the article, this has been a long time coming and to a certain extend I just want to get it off my plate and out into the world. I realise that some of this ground will have been covered already but I wanted to not only put a lot of it together but to also offer my own take on the issues and potential solutions as well as to talk about some things that I haven’t really seen discussed at all. In future articles I will hopefully tread on slightly fresher ground.

This isn’t really about the gameplay of Arena at all - it’s about the system which surrounds the gameplay. I’m much more of a technical systems man than I am about the rather more contentious area of game mechanics design.

While I do cover a lot, there are a still a few things which I may come back to in the future in a follow up article.

I hope you enjoy – the usual channels are open for comments including email (Dr@DrTautology.net) and comments below the article itself. Please do comment on any style or formatting issues, if you wish, as I hope to get better at these things as I continue and may even update this article as well.

~V

Halo: CE Anniversary – The Features I want

2011/06/08 in halo

One of the things that the announcement of Halo: Combat Evolved Anniversary (CEA) at this year’s E3 did was to very quickly solidify my thoughts on what I would want out of such a  game. Suddenly thoughts which were wishy-washy and vague before crystallized quick and turned into convictions in my future game purchasing plan.

Where I was Before

Prior to the announcement, on the subject of an Halo: CE re-release or remake or whatever, I simply lay in the ‘I don’t mind as long as it’s awesome.’ As long as it was a good product in its own right I didn’t mind how wild the developers went. I still have the original version sitting on my shelf, so if it did turn out to be rubbish then I would still have that to go back to. The point is that I, personally, gave the developers a license of freedom to take the original game and to expand and improve upon it as they see fit.
So, thats not really what we’ve got in Halo: CEA; we’ve got the exact same game, using the same levels, the same enemies and the same weapons (even using the original, rather basic physics engine), with a shiny new graphical layer on top. Sure, it looks nicer in a way but, at the same time I have already played that game before.

Indeed, graphical improvements at the very least are a given seeing as though the original copy of the game can be played on the Xbox 360 through emulation and is even available from Xbox Live’s Games On Demand to play this very moment.

Ok; there’s redone voice overs, effects and music as well as these ‘terminals’ which could quite easily have been delivered in another format altogether.

But still, this is a new release on a new console which consumers are being asked to pay for it all over again.

The only ‘new’ features we’ve heard about so far are the online cooperative mode and achievements. Achievements are a literal requirement for a release on the Xbox 360 so that gains it no favours, whereas we have been enjoying 4 player co-op for the past 3 Halo titles so that seems like a step backwards. Theres no ‘new’ gameplay to be had from the campaign, it seems.

For multiplayer, all they offer is 7 maps from Halo CE and Halo 2 for Reach’s multiplayer; a title which many will already have. It would seem better to simply buy these maps separately.

The Minimum Bar

Saved Films, Screenshots, Fileshare and Online stats
Times have changed since Halo: Combat Evolved and the minimum featureset bar has been raised. Players have come to expect certain things from a Halo game. Included in that is the fantastic theatre mode which players have enjoyed for three consequtive Halo title’s now. As a fun fact, there are now more Halo titles with saved films and theatre than there are without! Being able to re-live the action and view it from so many different angles is an amazing feature. Then being able to make clips of the best bits, capture sreenshots of awesome moments, and then share those with the world through the fileshare is something that Halo gamers have come to expect to be able to do.

When looking back it is one of the biggest features missing from the first two games in the series. If these features were available, then sure the gameplay would still be the same but at least I could share it with the world more easily this time.

 

Along with those comes the natural additional of full online stats and potentially a service akin to Bungie Pro Rendering for the saved films and clips. It would be a good oppurtunity for 343 to prove their development of these systems and test their infrastructure before next year’s Halo 4 where many more people will definitely expect these features to be present!

 

On a personal note: I was only able to get into speed running Halo games with the advent of the Halo 3 and it’s fantastic saved films and fileshare features. Having no capture card or beastly enough computer of my own to capture live gameplay, I relied on the saved films and fileshare in order to share my exploits with the world. Then, if they were the best runs of their kind in the world, I relied on the generous donations of time and technology within the speed running community of High Speed Halo in order to convert those game recordings into actual video to be shared with the world.

 

Are they really going to release the same game again without bringing up the featureset to the level expected from halo titles today? I would be very disappointed if they did.

 

Nice to Have

 

Lets say the above are what is required for me to even entertain the notion of buying Combat Evolved’s campaign again and what follows are points

 

Skulls and Scoring
Skulls which modify the game in some way have been a feature in Halo games since Halo 2. Halo 1 is actually the only game which did not feature skulls and it would be a great shame if this oppurtunity to correct that is missed.

 

Furthermore, the addition of skulls would introduce genuinely NEW gameplay for veterans of the original release to experience. Mythic Evolved? Oh yes please.

 

Tied to the skulls since Halo 3 has been the notion of scoring, with the skulls offering bonus multipliers within that scoring framework. Setting and trying to beat scores on the levels would again be a new aspect of gameplay which could be fun to try out.

 

Rally Points
Some of the levels in Halo 1 are actually very long; notably Two Betrayals, Assault on the Control Room and The Library. Another feature introduced since Halo 3 is the notion of rally points which essentially allow a player to drop into a level mid-way through and play from there. In the example of Assault on the Control Room, it would be great if a player could load up the level right at the point where they meet the first group of marines on the canyon floor or after meeting up with the group of marines before the fight at the end of the second canyon. That’s just a quick example and a level as long as AotCR could perhaps do with even more than just 2 rally points (which was what was used in the Bungie Halo 3-Reach paradigm).

 

Superior Saves
The original Halo allowed you to have multiple profiles each with their own saved checkpoint; you could have one profile with a checkpoint mid-way through collecting grenades for a Warthog launch, and another were they were making their way through the campaign on Legendary. Since the Xbox 360 era of Halo it became prohibitively hard to do this since you also needed an Xbox 360, dashboard level profile in order to extract the same level of features. It would be nice if 343 Industries took this oppurtunity and allowed a player to keep multiple checkpoint saves on a single profile and to choose which one to load up.

 

That’s just one thing they could do to improve it featurewise, but I’ll talk about my frustration’s with Halo’s save system some other time.

 

Player Investment
So, even if 343i do manage to convince a player to get Halo: CEA in full, that player has still likely got plenty of armour pieces in Halo Reach that they have still no acquired, and they’ll likely still be wanting to get to Inheritor at some point. So they might have a quick play of the campaign, get a few achievements, and then disappear again into Halo: Reach multiplayer so they can earn their credits.

 

It’s likely not because Halo: CEA’s campaign isn’t fun, I’ve played Halo: CE so I know it already is, it’s because they don’t see the point in playing it any further. Well if they got credits towards their Halo: Reach rank then that would be a reason wouldn’t it?

 

Am I saying to copy the way Halo: Reach awards credits (or lack, thereof) for campaign? No, I am not. That system is un-fun, boostable and immensely grindy and I will offer my own take on solutions for it in the future. But prior to next year’s Halo 4 this would, again, seem to be the ideal proving ground for 343i’s own take on more rewarding campaign investment systems.

 

Summary

So essentially, at this point in time with the announced features, I do not see the point in purchasing Halo: Combat Evolved Anniversary. I’m tentatively down for simply buying the map pack with the classic maps for Halo: Reach but I don’t need the same campaign that I already own and can still play right now.

 

Times have changed and I want, nay, require, that the featureset be brought up to the level expected of a Halo title released in 2011. This includes at the minimum saved films, screenshot, fileshares and online stats so that players can finally share the gameplay of Halo 1 more easily.

 

Aside from that, there is still a lot that can be done, feature-wise, to expand the gameplay that players can get from the classic campaign as well as ease of access. Skulls and scoring would enable new ways of playing including the ultimate ‘Mythic’ difficulty while introducing the notion of ‘rally points’ and improving the checkpoint save system would make that gameplay easier to access. Finally, tieing HCEA into Halo: Reach’s system of ranks and credits would give players another reason to play it.

~Viktor

 

Discussion

-Thread on Halo.Bungie.org’s Forum-

It’s pleasing to get so many replies on the topic. Reactions were mixed, which is not unexpected; some felt that I perfectly described their feelings, while others felt that I just missed the point entirely. I disagree with the latter of course but, such is bias.

This is a blog…

2011/02/11 in Update

… so lets sodding blog on it!

I’ve got plenty of stuff I want to write about on this blog, but my problems are twofold: finding time to write it all, and finding a pleasing format to write it in.

I have time, yes, as is evidenced by me posting this blog entry, but I’m not entirely happy with the standard editing tools in WordPress (with particular reference to the difficulty of doing things like citation and notes).

If I were better at PHP I would simply dig right into the code and make the features I wanted. Alas, I’m not good with PHP; at least not yet. It’ll go on my ‘to learn’ list. Along with other such important things like ‘refresh memory of CSS.’

Oh dear; I’ve not done website building in a long while, so its going to take me some effort to get back up to speed with even the basic stuff.

I almost wonder if it would be better to simply get the basic content out and iterate on it over time…

Perhaps thats what I will do in fact: simple text articles first, that I’ll flesh out with images, notes, references and, most importantly, navigation as I go along.

There is certainly something to be said for just writing about what you’re going to do. In just a few paragraphs I’ve made a resolution as to the format and structure of how I will develop and deploy content.

Its not such a huge change from my original plan; which was to publish an article with the option of coming back to it later on with improvements in grammar, the argument presented or whatever was necessary. I am, ostensibly, trained as a computer programmer so, ever improving iterations are not something alien to me.

One would always like to release a piece of work in its final form, without flaw, and without improvement to be made. But in the interest of getting the main gist of articles ‘out the door’ so to speak I’ll be publishing them early and iterating as often as my time allows.

I do wish to take the long-view with this site; having it alive for decades rather than months so, articles being initially published in a less-than perfect state won’t matter in 5, 10, 20 years time. By which point the articles I published in the beginning should be veritable masterpieces!

Now, with a name like mine you might rightly wonder: ‘Less that perfect? WHA?’ but I am not as presumptuous to assume that I actually am right all the time, in all cases. Like any rational human, I am open to new, better ways of looking at things, and accept the notion that my current way of thinking/doing things may not be optimal or as close to an objective ‘truth’ as is currently possible.

In this light, as drafts, or ‘versions’ I might say, of my articles are published any passers by will be able to comment, critique and generally rip apart the latest versions of articles. With appropriate response, the next version will hopefully come out the stronger for it. Or I might completely change my mind and dump whatever notion I had been presenting! You never know; it could happen.

With regards to format, anything I consider more or less “important” will get its own page rather than a news post. The main, news-feed, page will be a blog in the more literal sense of the word; updates on how the site is progressing, notifications of new or updated pages. Whatever I feel like blogging about essentially.

Don’t worry though, this site will never devolve into a recount of my day or a simple link-dump to funny videos of cats that I’ve found on the web.

Though, those sites can be a good time filler…

…but if you need to fill your time with something you sometimes wonder if you shouldn’t be getting on with something more ‘productive’ in that time. There is a certain level of downtime needed in human life; after all most of us spend around 8 hours every day being no more useful than a rather modest radiator.

That said, some rather spectacular things can come out of the workings of the brain during sleep. Even mainstream Hollywood can provide ample example in the form of H. R. Giger’s Alien. The design for which was originally a creature that haunted him in his night terrors.

In summation, perhaps as long as at least the mind/body is directed in the right way, even funny cat videos can be productive in one sense or another.

Wow, ok; I really am starting to ramble to myself. It is a blog though, and more importantly, my blog so, screw it.

Bloggers should really blog on their blog, and I feel I have adequately done that in this post (which is just nudging over 800 words right now). It has been a useful exercise for me at least, even if the reader is left with a sense of confusion or disdain at my maniacal prose!

So long, dear reader!

Edit (2011/02/11 01:27): My editor pointed out a few typos. These have been rectified. Though she did miss a spelling mistake which I caught ;)