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  1. Makes sense. A simple way to differentiate between which playlist is the 'premier' and still allow ranks for many playlist is the depth of the leaderboards provided.
  2. This was just under a decade ago. Halo didn't really have competition then. It does now.
  3. You're very right. But modern games are simply very different to how games were back during the days of Halo 2/3/Reach. We see games like CS:GO and Overwatch gaining and maintaining massive popularity while games that don't particularly 'specialise' being given much praise for the variety that they offer but falling off the radar relatively quickly. Most certainly there are many factors that impact this trend, but one thing to note is that games which maintain a large following and maintains a playerbase for long periods of time almost always have a dedicated competitive experience and a core, premier game mode identical at all levels of play. The moment the playerbase begins to drop, it becomes a cycle of exponential losses as players see that popularity decreases and hence decide to stop playing the game themselves. I'm not saying that we should cut off everything other than the core experience of Halo - I know that's basically akin to killing off Halo entirely. But there's a reason why existing major competitive games are also the games which possess the largest and longest lasting player populations, and for Halo to succeed and to compete against them, it needs to find the key points of those games' successes and emulate them. As an additional note, I'd like to draw a parallel between Halo and CS:GO. CS:GO's premier game mode is it's 5v5, round based bomb defusal game mode. Basically all players know exactly what it is, how it works, and play it fairly regularly. However, there are many other modes of play (Which are not ranked modes) which are all very well populated - because the game has such a large following - much like Halo. There are tons of maps which are made by players - some of which are placed into official matchmaking during certain time periods - much like Halo. And there is a server browser with many, many player hosted servers, some of which are run to emulate the competitive game modes and some of which run wacky, player-made, non-competitive game modes as well - much like Halo, now that it has a custom game browser. In essence, it's proof that a FPS game can possess a premier, core game mode that is pushed by the developer to be the 'main' thing, yet still provide so many other different modes of play, some created by the developer and some run completely by players. This system works. See above: A developer can push for a single premier mode while still offering many different styles of play, casual and competitive. Furthermore: I think competitive players are, in general, the ones who will most commonly play the longest and play the most - they're the ones who keep the player population count up, as they're the ones who will keep coming back and keep grinding. Of course there are exceptions, but it's part of the reason why I think having a really polished competitive game mode is so important - it hooks players. This prevents the problem I mentioned above where decreases in the player population encourages even more of the same to happen. In fact, it could lead to the opposite to happen - the more players who get hooked, the greater the population, and hence the more enticing the hook becomes. 1) How does the comparison show this? Please explain. 2) I do agree that the communities of those games are more interested in the competitive aspect, but that's because the developers pushed for it to be so. The majority of fans being interested in the competitive aspect of the game isn't a reason to push for a core, premier game mode - rather, it is a consequence. Players are pushed and rewarded to play the exact same game mode as pro players in the competitive circuit and hence gain understanding as well as interest in the pro scenes themselves. Someone said earlier that the majority of LoL players do not play ranked but instead play normals. That's true - but nonetheless normals is identical to the core mode itself, and regardless of what the 'majority' plays, Riot (League's developer) continually pushes, refines, and incentivises the ranked game mode, because they know that doing so will only lead to a positive impact on the game in the long run. No. But that's what both sides want fixed!
  4. Remember the customisable nameplates of Halo: Reach and MCC? I feel like having those as a reward for Team Arena would be decent - your highest 'placed' rank last season giving you a nameplate/border corresponding to it (Much like LoL's system). It isn't hard to implement but in essence shows off each player's rank without even having to dive into someone else's service record; This quite easily satisfies as well as incentivises the players who play partly for the 'status' of having a high rank (And let's be honest... everyone likes to have such a status.)
  5. I think this is one of the primary quirks - and very much a double edged sword - of Halo's offerings to players. I think this also contextualises Infinity's comments regarding Slayer; because there is such a large variety of playlists, it offers an 'escape' for players who simply want to have a higher rank but aren't as proficient in Team Arena as they are in, say, TS. The problem with comparing to games like League, Overwatch and CS:GO is simply those games offer a premier mode for competitive play that is essentially synonymous with the game itself. Think League: First thing that pops up is 5v5 on Summoners Rift. Think Overwatch: First thing that pops up is it's 6v6 game mode. Think CS:GO: First thing that pops up is it's 5v5 round based gameplay. For those games, virtually every player plays and understands the 'main' game mode. The ranked game mode is the premier mode, and the unranked 'normal' modes are essentially identical, except MMR is not shown to players. Other game modes are treated as side playlists for niche audiences and players who simply want a break. But think Halo, and you get a TON of different playlists popping up rather than a singular experience. Team Arena (Consisting of many different objective game modes), Team Slayer, FFA, Snipers, Doubles, BTB, so on and so forth, all of these playlists are considered by different players to be their 'goto'. Technically, this isn't an issue, but in essence leads to all the flaws of the ranked system you mentioned. I think, not only do they need to modify the Ranking System, 343 also needs to find a way to convince players to have a similar mentality to that of players of other existing competitively ranked games - people need to believe that Halo has a singualr premier game mode. And that is most definitely going to be very, very hard.
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