“We didn’t have time to fulfill our ambitions with Halo Infinite,” says Joseph Staten

It’s happened to all of us at some point, we’ve played a game and feel like there’s something missing, that maybe it could have been better if they added one thing or another; Without knowing it, we had the feeling that there were wounds in this virtual world that prevented us from enjoying the best gaming experience. This happened Halo InfiniteGreat game, huge, but could have been much bigger.

On the Game Maker’s Notebook podcast, Joseph Staten talked and made some admissions about the development of Halo Infinite, its potential issues, and why they are now focused on worker health. And he says very clearly, They didn’t have time to add all the ideas, ambitions and follies they planned from the beginning; Due to quality standards issues, Better to polish what they already had and run it straight.

In the end, we didn’t take much out of the open world, but I know from the original design that there was a pretty significant reduction in the team’s expectations of where they could deliver. We knew we really needed to deliver a quality experience [e] To achieve our ambitions to ensure that the material we send lives up to expectations.

He also commented Variation of biomes and the Magister’s interactions with nature, making it clear that deviating too far to repeat mechanics like hunting and such will have no place in the world of Halo Infinite. Of course, they always had a bigger game in mind than what turned out, a scale that was amazingly out of reach for the title’s development time.

The team went through many iterations on the scope and diversity of biomes before I joined. Even after I joined the team, we had to make decisions about where to cut back.

We talked a lot about crafts, for example, and my infamous line to the team was something like, “Master Chief doesn’t need to kill animals to make leather shirts.” He is a huge armored super soldier. If he wants something, he will go and kill, grab a gun and move on.

With this in mind, the cuts were made right in pre-production, leaving a clear path for it not to twist and fall to the detriment of the entire set. That’s why we don’t have biomes anymoreThe final island of the game is a prime example of this, as it is a piece of land where you can do nothing but return. There seems to be a solution to this, or at least Band-Aid that will arrive in update modeThe function of which is part of what was supposed to come out in the first place.

The team went through many iterations on the scope and diversity of biomes before I joined. Even after I joined the team, we had to make decisions about where to cut back.

Now all that remains is to wait, as always. Joseph Staten assures that giving the game quality of life is a priority Content will be easier in the future. Thus, the predictions are that Season 4 will already have new campaign missions and fully functional Forge and Co-op modes.

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