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Bungie Reveals Halo: Reach's All-Encompassing Player Investment System

pklepek
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Posted March 25, 2010 - By pklepek






Bungie Reveals Halo: Reach's All-Encompassing Player Investment System

Why should multiplayer gamers have all the fun? That's part of Bungie's pitch for its ambitious "Player Investment" system being implemented into what could potentially be the studio's final Halo adventure, Halo: Reach.

It's been a while since Bungie had a chance to reinvent their brand of online play and Player Investment is Bungie's response to the more RPG-influenced level-based multiplayer experiences found in dominating games like Infinity Ward's Call of Duty: Modern Warfare 2. Whereas Modern Warfare 2 and its ilk confine these experiences to multiplayer, Bungie's hoping to rope all of its Halo fans under a single, player-driven umbrella and involve single-player.

"Whatever your preferred flavor of Halo is, we're gonna find a way to reward you," said Bungie player investment designer (and former games journalist) Luke Smith in a phone interview with me earlier this week. "Whatever you enjoy doing in multiplayer, we're gonna find a way to reward you. Through the Player Investment system, you're going to be building an identity for the first time in a Halo game."

 

Halo: Reach Player Customization First Look »



Bungie has detached Halo 3's ranking from the Trueskill system that drives matchmaking. Previously, the on-screen ranking users saw reflected how players would be matched up competitively, meaning someone with a high ranking would most likely be a competent Halo 3 player. That's not necessarily true in Halo: Reach. To be clear, Trueskill is still driving matchmaking, but Player Investment is more reflective of the amount of time someone's dedicated to Halo: Reach and not necessarily their skillset. Someone can have a high Player Investment ranking and be a terrible player. But since Trueskill is tracking that data in the background, away from users, it will still match players appropriately. So, don't worry: terrible Halo: Reach players will be matched with other equally-awful Halo: Reach players.

 

Bungie Reveals Halo: Reach's All-Encompassing Player Investment System

Player Investment is driven by credits ("cR" for short). Credits are given to gamers simply for playing Halo: Reach, either through rounds of multiplayer or by working through the single-player campaign, but the amounts of credits vary, based on the actions of the player. Different actions will dole out a different amount of credits, but Bungie is being careful to not encourage player actions that would potentially damage the gameplay experience. It does mean that more challenging tasks (say, five headshots in under a minute) would produce more credits. Bungie's currently balancing how credits are doled out, but credits drive the Player Investment experience, both to increase a player's Military Rank (replacing Halo 3's Ranking system) and to purchase customization items in Halo: Reach's "Armory."

Bungie Reveals Halo: Reach's All-Encompassing Player Investment SystemIn Modern Warfare 2, as a player levels up, they unlock new abilities, new weapons and other features that fundamentally change the gameplay. Someone who is level one in Modern Warfare 2 can not equally square away against someone nearing the level cap. Bungie is being mindful to avoid that type of player inequality in Halo: Reach. Everything that players gain access to via credits in Halo: Reach are used solely to purchase helmets, shoulders, chests and other accessories that allow Halo: Reach players to create a Spartan who is uniquely them. These items are for visual changes only and do not affect the flow of gameplay.

"There are no in-game benefits to Spartan armor," said Smith. "It would definitely make Halo something different than what Halo is."

This player uniqueness is reflected in multiplayer and single-player. Your customized Spartan having battles in multiplayer is the same Spartan you're controlling while fighting the Covenant for control of Reach in the prequel storyline. Bungie wanted Halo: Reach's story to be more about the player's role in the battle, rather than simply assuming control of Master Chief and guiding his actions. Your customized Spartan is even included in the cut-scenes.

"When the cut-scene comes up in campaign, we want you to see you," said Smith. "For instance, that trailer that we showed with the helmet and soldier picking it up, the Noble 6 trailer, that helmet is going to be your helmet. If you're pink and adorned with unicorns, that's how you're going to look. [...] With Reach, this is your story, this is your identity, this is your version of a story that we want you to be a part of."

In speaking with Bungie, Smigh pegged me as someone they are targeting with another new feature called "Challenges." Smith knows me. He understands I'm not the most skilled Halo player and am more likely to finish the single-player, maybe dabble in multiplayer, get frustrated because most players are better than I am and move on. Bungie's hoping Challenges will keep players like myself coming back for more. Challenges come in two forms -- daily and weekly -- and are Bungie-developed obstacles that provide short to medium-length goals to be achieved solo or with groups. As Bungie expects most gamers will tackle Challenges after spending a chunk of time with Halo: Reach, many Challenges will have a notable difficulty curve.

Bungie Reveals Halo: Reach's All-Encompassing Player Investment System

"Some of [simpler daily challenges] are aggregate actions," said Smith, "like kill X dudes, help kill X dudes today. Sometimes those dudes we want you to kill are gonna be in multiplayer, [or] they're going to be in another mode. Sometimes it's going to say just kill anyone anywhere, we don't care what you do, just kill people and we'll reward you for that."

Smith knows what kind of Halo player I am because we've played Halo together. But it's hard to know exactly what kind of player someone is just by looking at their user profile. An impressively high rank doesn't tell you anything about their play style. Bungie hopes to help alleviate that problem with "Commendations," described as persistent medals that reflect player actions over an extended period of time. For example, if the game tracks that you spend most of your time battling with a sniper rifle, your Commendations show that. The profile can eventually represent a snapshot of your Halo play style and provide a better understanding amongst friends and strangers where player strengths are. Oh, and along the way to earning Commendation medals, you'll of course be earning credits.

"There are guys [who] just want to drive people around. We haven't done a great job of reinforcing that kind of behavior in the past"

"I can look at your service record, Patrick," explained Smith, "and see that you have a ton of assists and a ton of progress in your wheelman Commendation, so I know that you like to be a support player, you like to drive vehicles. That's your preferred style. One of the things that we really want to do a better job with Reach is [highlighting] the guys out there who do like their Halo maybe differently than, for instance, I like mine. I like head shots, I like killing people with a sniper rifle, I like all that stuff. But there are guys that we've encountered along the way who just love to drive; they just want to drive people around. We haven't really done a great job of reinforcing that kind of behavior in the past and the Commendation system is one way we're doing that."

Bungie's ambitions for Player Investment suggest hopes for a more efficient, more persistent player experience that extends over users' single and multiplayer adventures. While some gamers might hope for customizability that extends beyond the visual appearance of their Spartan, that's not Halo's style. But if you burned with jealousy over a friend getting their hands on Halo 3's Recon armor, well, Bungie has a whole new set of tools to play with. And for someone like myself, maybe there's a reason to play multiplayer again once the credits roll.

Halo: Reach's multiplayer beta goes live May 3. The full game will be released later this year.

Have something to share? Sitting on a news tip? E-mail me. You can also follow me on Twitter.

Bungie Reveals Halo: Reach's All-Encompassing Player Investment System
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Comments are Closed

  • rboxman

    This is pretty lame... who really wants to play Spartan Dress-up Horse Adventure 2...

    Give us something more Bungie -- be creative a bit -- it doesn't have to be perks as we know them in MW.

    Posted: March 25, 2010 11:42 AM
    rboxman
  • InHumanMarine

    Trained _Killer is more like trained idiot. This is the one game that accurately reflects your skill. You don't need a "speed" or "commando" perk to help you win. A Marine and his rifle is all you need... Ok, and maybe a hijacked Banshee. But that's just for fun.

    Posted: March 25, 2010 11:37 AM
    InHumanMarine
  • gravy666

    Not long now until a Halo game takes back the #1 spot on the Xbox Live charts.

    "At last, we will reveal ourselves to TF 141. At last, we will have revenge."

    /painful_Star_Wars_reference

    Posted: March 25, 2010 11:14 AM
    gravy666
  • TRAINED_KILLER

    Weird how the multiplayer portion of halo actaully takes skill and is quite competative, but these girls dont really play it.....? Heaven forbid some gamer dorks acctuaully do something competative and try their gamer skill against other like minded folks, its not like they dont have the time or their girlfriends are keepin em busy!!

    Its not that hard to not be garbage at halo multiplayer turdballs!!

    Posted: March 25, 2010 10:58 AM
    TRAINED_KILLER
  • B1ack_Blob

    I'm, actually really freaking glad that they didn't do weapon unlocks in this game like cod. It's just not how this game's gameplay works. Halo is a twitch shooter, you can go nuts and run through the middle of the map without worrying of some campers w/ 50cals sniping your ass. A weapon or ability rpg type lvling up system would not work in halo. The system aint broke, don't "fix" it. I really can't wait for this game, though I'm not sure if I want to use my beta key or not, I don't want to spoil the experience for myself. I actually did that very thing for halo3 and it made the release date so much more epic.

    Posted: March 25, 2010 10:52 AM
    B1ack_Blob
  • down311

    @ CineMage - I have found one fault, the Jet Pack, I just can't see what good that does for the game...but that's it so far.

    Posted: March 25, 2010 10:48 AM
    down311
  • whiteouTT420

    All of this sounds great, especially the not actually affecting the gameplay. One thing I really hope Bungie fixes is the True Skill. It is way to easy to get a 50 in Halo 3. I remember back in Halo 2 when it was ridiculously hard to get that skill level. It was way more accurate. Halo 3 is the only game where I constantly see people making new accounts over and over so you find people in TS that are a ton better than their rank says. I also think that it's terrible that going in a team game with a team makes you level up more slowly. Going through Squad Battle, my team and I won like 30 of 31 or 32 games, and I only got to level 16...that is ridiculous.

    Posted: March 25, 2010 10:40 AM
    whiteouTT420
  • CineMage

    I really do think that Bungie is coming really damn close to perfecting the multiplayer experience with Halo: Reach. I can't find one fault with the changes they are making to the formula.

    Posted: March 25, 2010 10:34 AM
    CineMage
  • OH SHEEP DIP

    X02 I like your way of thinking about perks for how a player plays.

    Ever since I got hooked on being a dedicated Wheelman in Halo I always felt that due to my sacrifices for the team that I (and all wheelmen) should gain certain perks based upon the gunner's accomplishments while driving them. For instance, a reward formula for k/d. A driver does not have the opportunity to shoot. As a Wheelman I completely sacrifice my kill death ratio. I am at higher risk on the field over the other players. Why can we not be rewarded the value of a kill for x amount of kills that our gunner accomplishes?

    It does take skill to keep not only yourself alive, but also your gunner. It's the wheelman's job to put the gunner at their best advantage to deal havoc on the opposing team. Everyone who plays Halo can drive, but not everyone can drive well and put their gunner in the position to be the other teams nightmare on wheels... Dedicated Wheelmen are rarely recognized for their part in the game... Gunners do not put Hogs on auto pilot, for those of you who give gunners props after a game.

    Yes, there are many other proficiencies that people have and I feel that they should be rewarded for performing them well.

    Myself and my gunner (Ice Devil 13) are so looking forward to Reach and finding out what it has to offer... Due to his terminal cancer diagnosis recently, I only hope and pray that he is able to at least play the beta version.

    Posted: March 25, 2010 10:27 AM
    OH+SHEEP+DIP
  • kgvic27

    can't wait to play it!.

    Posted: March 25, 2010 9:59 AM
    kgvic27
  • kgvic27

    can't wait to play it!!!...

    Posted: March 25, 2010 9:57 AM
    kgvic27
  • capthavic

    I know Halo's MP had this kind of system since Halo 2 but I'm getting really sick of seemingly every game having an experience system.

    Posted: March 25, 2010 9:54 AM
    capthavic
  • cmdluke

    everything i see/read about this game makes me think that it will be the first halo game that i would actually ENJOY playing.

    Posted: March 25, 2010 9:37 AM
    cmdluke
  • drenalous

    Now bungie is trying to kill my social life! Daily challenges, weekly challenges PLUS a bombing multiplayer and single player!? I love the commendations aspect too, snipers will start looking like snipers and no more "I'll grab the sniper" and then your team realizes you suck @ sniping. I 'gasm-ed at the fact that your character will appear in cutscenes!

    Posted: March 25, 2010 9:34 AM
    drenalous
  • collinE

    This system reminds me a lot of Eliminate Pro on the iPhone. The players you kill drop credits and you can use these credits to buy armor upgrades or upgrade weapons and abilities. Looks pretty fun.

    I'm more of a single player kinda guy, as well, so I'd like to see what they offer this time around.

    Posted: March 25, 2010 9:32 AM
    collinE
  • spicypooptastic

    This looks good b/c I have always wanted to play Halo multiplayer but do not have the skills required since I am late to the game. So instead I play MW2 and BFBC2 and kick ass at that since they are easier games to play.

    But it sucks I went back to MW2 after a 3 month break I went level 70 twice no prestige since its stupid, but now everyone is on their 10th prestige and its just sad, really I mean some must be retarded to not get bored of the same maps and experinces over and over and over. While I had the pleasure of playing other games. And the funny thing is they aren't any better then they where.

    whereas I go and play halo, guys are bouncing around finding the best weapons, throwing gernades just killing me left and right.

    Posted: March 25, 2010 9:24 AM
    spicypooptastic
  • FuzzyLumkins

    Okay, i'm happy now that i didn't trade in ODST.

    Can't wait for Beta.

    Posted: March 25, 2010 9:21 AM
    FuzzyLumkins
  • SouthernCDogg

    They are really making this game more technical and beneficial for the hardcore halo fans and the recreational gamers. I can't wait. Not to mention the menus look magically delicious.

    Posted: March 25, 2010 9:16 AM
    SouthernCDogg
  • AceSpade

    I have to agree with XO2 on this one. I mean, customizing looks is great, but only for a little while, and then it starts to feel like you're playing with a bunch of exactly the same people in different colors. I think some kind of ability system like MW2 (yes, i said it), would ramp up the playability. That being said, I'll still get this game and probably invest many hours and get into many fights with my girlfriend over it...

    Posted: March 25, 2010 9:11 AM
    AceSpade
  • Hellfirex25

    what makes MW2 soo much fun, and exciting is when you finally unlock that gun you (REALLY) prefer, there are others you can kill with and are decent with which keeps the game from being broken.

    i think Bungie is crazy for not going for the same appeal, even small differences like 1 armor plate you run a little faster, or you carry 1 extra grenade would make the experience much more personal then having this specific armor piece over another (unless its Recon Armor)

    Posted: March 25, 2010 8:49 AM
    Hellfirex25

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