Veteran Halo lead has suggestions for how Activision could actually make "the greatest Halo game ever," and they include hiring "Bungie, Halo Studios, and other laid-off folks"
They're "bursting with talent"
It's no secret that Microsoft's plans to cut 3,200 employees at Xbox are still in action, having just affected a whopping 268 employees earlier this month, many of whom were working at Halo Studios – the team largely responsible for the Halo franchise.
At the time, chief content officer Matt Booty said the role eliminations were focused "across Halo Studios, other first-party studios, and the XGS management and central functions layer." As for the future of Halo, Activision took control of the franchise from Halo Studios with a promise to deliver "the greatest Halo game ever."
So, how exactly will it do that? Perhaps by looking to those who were laid off for ideas?
Frank O'Connor, industry veteran with nearly 20 years of work on Halo as both a writer and franchise creative director under his belt, certainly believes that the company should.
He shares as much under a new LinkedIn post on the matter, commenting on which paths he thinks that Activision could take to make a successful Halo entry – but "none of these are easy, guaranteed, or necessarily viable," as O'Connor writes.
The first path? "Make a 'classic' Halo movement/sandbox/shooter experience tailored to a core audience and scaled to be successful with that core audience and attractive to a broader one so it can grow." He adds the obvious fact that multiplayer "is better with more people playing, by mathematical default" – which, yeah.
And, the second? Well, that one moves away from what the Halo franchise is already known for for something "new."
O'Connor's second suggestion reads as follows: "Make something new, modern that reinvents the game/universe in a surprising but fantastic way. An action/sandbox game (maybe it's a new take on the FPS, maybe it's an action RPG but it's fundamentally different) and succeeds with a combination of strong story, IP use and gets a small head start based on curiosity or loyalty."
I suppose I could see it – but it's certainly riskier.
The Halo veteran's third potential path for Activision involves "translating" the IP into its new parent company's "comfort zone," with "player, progression, and business models that are proven to work" and "a big annual or semi-annual spectacle and constant content."
He does warn against tying it to hardware launch cycles and abandoning Halo's sandbox elements – and suggests hiring laid-off devs.
"Hire Bungie, Halo Studios, and other laid-off folk who are bursting with talent and ideas that got nerfed or shut down over the years," as O'Connor's comment concludes – and boy, would that be a nice idea if I thought for a moment that Activision would consider it.
Am I hopeful that it will? Of course, but the industry is shaky at best right now, and it's been a while since we've heard good news akin to O'Connor's suggestion here.
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A girl can dream, I suppose – and I'll keep my fingers crossed that executives hear our (and O'Connor's, apparently) prayers and deliver a solid Halo entry… perhaps even "the greatest Halo game ever," as per Activision's own words.
After spending years with her head in various fantastical realms' clouds, Anna studied English Literature and then Medieval History at the University of Edinburgh, going on to specialize in narrative design and video game journalism as a writer. She has written for various publications since her postgraduate studies, including Dexerto, Fanbyte, GameSpot, IGN, PCGamesN, and more. When she's not frantically trying to form words into coherent sentences, she's probably daydreaming about becoming a fairy druid and befriending every animal or she's spending a thousand (more) hours traversing the Underdark in Baldur's Gate 3. If you spot her away from her PC, you'll always find Anna with a fantasy book, a handheld video game console of some sort, and a Tamagotchi or two on hand.
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