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For me, Long Term Sustainability would be the social features.
-Pre/Post Game lobbies,
-Cross team chatter / Lobby Chatter
-Working Theater
-File Share
-Working Game mode Builder
-Then EVENTUALLY forge.
Trippylel on youtube has been showing off how incredibly fun large lobbies with custom rules can be on his youtube recently.
https://www.youtube.com/watch?v=C-mpRoXl1r4
I don't know the specifics of how these modes are being built.
But the fact that there are people playing it is incredible.
Of course, if the don't get the issue with connectivity solved, the games gonna die anyway, so they need to deal with that first.
A server browser would be nice too. And the ability to save theater demos. The bookmarking nonsense needs to end.
Ah man a Lobby browser would be super good,
Just Open matches with specific filtering settings.
You know,
some of them might not even need to be updated for movement honestly.
They could port them As is and just let them be played as is.
A majority of them didn't really have any hyper quirky geometry that would break with sprinting and clambering. Most objects were designed to be too high for you to jump up and peek your head over. This being especially true for a large number of Halo 3 maps.
You could easily pick a handful of Halo 3 maps and they would be Infinite Ready.
The Pit for example, given the player model size, most ledges are litearlly to high to jump and clamber up.
However,
It would be the PREFECT map for the Repulsor and Grappling Hook.
They have experience making the same mistakes over and over again and wondering why people dislike them.
and infinite 5k
Lmao, just a few more months and MCC has a bigger playerbase.
If this is actually the way they conduct business, it explains *a ton*.
Most large developers subcontract work out--QA, some development tasks, some art tasks, etc.--but the bulk of the work on any individual project is usually done in-house, or between two related studios with significant permanent staff.
It's difficult--if not impossible--to create a product that improves iteration-on-iteration if your team is passing through a revolving door, and contractors are never going to have the same commitment to a project that an established team will, simply by dint of not having a portion of their identity (as a function of time spent on a project) tied to that project.
I don't actually know that this is 343i's model, though; if you have some reliable sources on this, I'd be happy to check them out--because yeah, if this is what's happening, it definitely makes a great deal of sense.