Brudny 1

Barry Brudny

Mrs. Crawford

AP English Language

3 March 2010

The Everlasting Game

“Boom Shakalaka!” My friend Tim has just pulled off another miraculous kill in

an online game of Halo, and he is becoming more permanently drawn in to the video

game phenomenon that is the foundation of our friendship. Tim and I met two years ago

on an online game of Halo and, after hitting it off, we’ve been great friends ever since.

It seems that no matter when we hang out, we always play Halo. It is as if Halo is more

preferable to us than sports, movies, or television. Judging by the 200,000+ gamers who

are constantly playing Halo online, Tim and I are not alone. So what is it that makes Halo

so successful? The answer is innovation. Due to its ingenuity in both its design and online

play, Halo has forever changed the video game industry and has earned its place as a

subculture in society.

Before I can talk about what makes Halo presently successful, I will

explain why it was successful when it first came out. To be successful, Halo had to be

better than the most prominent game at the time, Half-Life. According to Arthur Asa

Berger, Half-Life was a revolutionary game at the time because it was the first game that

was an adventure-shooter. That means that, while Half-Life was a shooting game, it had a

driving plot and crazed action that could also classify it as an adventure game. The game

thrived at the time, just like Halo would later, based on its ingenious design. It was the

first game, with the exception of Star Wars, that brought its players into an unfamiliar

territory (Berger). In the game, the players would assume the role of a doctor who was

summoned to a research facility in New Mexico where the researchers there had

successfully opened a time warp to another dimension (Berger). Upon arriving at the

facility, the aliens in the other dimension cause “hell to break loose” in the research

facility by taking it over and trying to kill everyone there (Berger). As the doctor, you

would have to fight through hordes of aliens, who were very primitive and unchallenging,

in order to stay alive in hope of making it out of the wretched facility. Therein lay the

problem of Half-Life; it had an enticing story but it lacked real challenge (Berger).

Then came the most influential game to date, Halo. In 2001, Bungie, the gaming

company responsible for the video game phenomenon, released “Halo: Combat

Evolved,” which was the first in the line of Halo games which would become one the

most successful gaming franchises ever. Halo captured the hearts of its gamers by putting

them in the shoes of the elite, witty, and overall “badass” main character, Master Chief. It

became a huge success, selling over four million copies within its first two years out,

which was a staggering number at the time (Pikover).

To better understand the craze gamers had with Halo, I interviewed Tim, who has

been playing the Halo series for almost ten years now. When asked what made Halo so

special to gamers when it first came out, Tim gave a response that was very similar to the

reasons why Half-Life was successful. He explained that Halo brought innovation to the

gaming industry. Halo brought gamers to a futuristic time, the year 2552 to be exact,

where, due to advances in technology, humans had become able to branch out to distant

galaxies (Lepretre). Also, the game began by informing the gamer about a long-waged

war between humans and the Covenant, the alien forces, much like Half-Life did

(Lepretre). As lead producer for Halo, Curtis Creamer stated in an interview with Game

Axis, the major difference between the aliens in the two games is that the covenant:

“react to the player in intelligent ways no matter where, or from which direction, the

player engages the” enemy. According to Tim, this story immersed the gamer into a new

and exciting world that captivated the gamer and made them crave Halo, crave the new

futuristic experience. I followed by asking Tim: “So, aside from the futuristic storyline, is

there anything else that made Halo a better game than Half-Life?” Tim informed me that

Halo was the first game to have a regenerating shield for its main character. In Half-Life,

if your player was hurt, then the only way to regain health would be to find a health pack

that was hidden somewhere in that level. This setup angered many gamers because they

would not be able to find the health packs and would be forced to repeat the level again

and again until they finally got lucky enough to not die. In Halo, if the player is hurt

during any level, they can regain their health simply by staying out of danger for a few

seconds to regain their health, resembling reality, where people do recover from injuries,

but just more accelerated (Lepretre).

In short, Halo did everything Half-Life did and more, and did the similar things

better. A research facility in New Mexico was supplanted for a vast and unknown

universe. The aliens from Half-Life, who were primitive and more like roadblocks than

enemies, were exchanged for the covenant, which could strategize and effectively make

the game more difficult. Halo used its superior, futuristic timeline and its innovative

health system to overtake Half-Life and become the premier game of the gaming

industry. Halo’s success would later be extended as its sequels, Halo 2 and Halo 3, both

sold over 8 million copies upon release and continued to captivate the gaming

community. (Pikover).

While I have discussed certain aspects of what made Halo a superior game, I

have yet to mention its most important component: its gameplay. To put it simply, Halo

is a high-octane game that is very immersing because of the constant focus it requires to

be successful at. One second you could be walking down a corridor and not see any

enemies on your radar when, suddenly, you walk around a corner and get assassinated by

an enemy that was crouched so they would not appear on you radar. However, that

enemy could then just as quickly be killed by one of your teammates because the enemy

revealed his position. It is a constant oscillation between success and failure at a very fast

pace, causing quick fluctuations between joy and sorrow that, ultimately, makes for a

very entertaining time. According to Sam Lagrone, Halo “is like middle school

dodgeball: No one stays on top for

long.” This may seem like a

negative side of Halo, that when

you are doing well you know that

soon you will do worse. However,

this is a redeeming factor for

Halo’s gamers. When players are

winning and on top, even the thought that they will eventually die does not take away

from the fun they are having. Also, when gamers are losing, they also know that, while

they might be killed now, they will always get a chance to avenge that death later.

The best example of the success of Halo’s gameplay is how long numerous fans

played it online. From my own experience, I have seen that the most successful games

have a thriving online population for 1 to 1.5 years after the game’s release. After that

time, the game’s fans will move on to the next bigger, brighter game. Halo 3 has been out

for 2.5 years and its online popularity is still in tact. This is partly because Halo is open to

everyone: men, children and, yes, women of all races. Contrary to popular belief, women

do actually play Halo. According to Elizabeth Sweedyk and Marianne de Laet, women

make up 40% of all video gamers (Willis 109). This variety of its gamers helps boost

Halo to a higher plane of gaming, where more gamers participate because it is loved by

all ages, races, and sexes. In fact, just last year, Halo 3 recorded its 1 billionth game

online. The game took 3 minutes and 19 seconds, which is shorter than an average Halo

game (“Changing the rules”). Bungie estimated that if every game only took as long as

the billionth game did, then it would take 6,300 years for one person to play a billion

games. Now, since that game was shorter than an average game, that means that Halo’s

fans have played even more than 63 centuries years worth of games (“Changing the

rules”). That number alone speaks testaments to the long-lasting appeal of such a

successful game series… and Halo 3 is still thriving.

While Halo is an extremely successful game that has evolved from the video

game realm to become a prominent subculture among both teens and adults, it does not

come without its criticisms. Like many video games, Halo is accused of being a waste of

time for its gamers. Critics claim that gamers could be more productive by actually trying

to learn something instead of playing a war-based video game that has no benefits besides

instant gratification. To this argument, Halo executives take a contrary stance, stating that

Halo educates its gamers (Willis). Halo teaches its gamers how to respond to unexpected

events by forcing its players to ask themselves how, what, why, and where about each

situation. For example, if an enemy is about to kill you, to avoid your imminent death

you must quickly devise a plan to kill them first. Halo teaches a gamer to observe new

predicaments and to create solutions, just as people must find solutions to predicaments

in real life. By quickly asking how, what, why, and where, a gamer might decide to

bounce a grenade off the floor so that, after the bounce, it will detonate on an enemy, and

then follow that with a few seconds of assault rifle fire to subdue the would-be killer.

While these solutions are very graphic,Halo does educate its gamers how to overcome

their obstacles.

While Halo is still such a huge success, it will eventually not be played as

much because of a newer, better game that will come along. Fortunately, however, while

the Halo game might not be part of mainstream society in the future, the subculture

created by Halo will live on for a very long time. Due to its immense success, Halo has

been marketed by Bungie through other media. On top of the three main video games that

have sold millions of copies, there have also been Halo books (depicting adventures

untold in the video game series), Halo clothing lines (exalting Master Chief by plastering

his face on every garment of clothing to be found), and there is much talk about a Halo

movie (Pikover). In addition, while Halo may not remain the most popular game in the

future, any game that replaces it will have features that Halo brought into the video game

industry, such as an innovative storyline and regenerating health. Therefore, while the

Halo game might eventually circulate out of the gaming market, its legacy to the video

game industry, and the subculture it created will continue to live on.

Works Cited

Berger, Arthur Asa. Video Games. New Brunswick: Transaction Publishers, 2002. Print.

"Changing the rules of the Game." Campaign 15 May 2009: 22. LexisNexis Library

Express. Web. 1 Mar. 2010.

I picked this article because it provides a

great statistic that shows the popularity of Halo's online gaming

Creamer, Curtis. "Saying Halo: Interview With ODST’s Lead Producer." Interview by

Toffee, Mr. Game Axis. N.p., n.d. Web. 28 Feb. 2010. I picked

this website because Game Axis is a very prevalent gaming site. I chose this

interview because it is with an executive from Halo who has been with Halo since

its creation, making him an expert on Halo

Halo 3. N.d. Hanranded's Weblog. N.p., n.d. Web. 2 Mar. 2010.

<http://haranded.wordpress.com/tag/halo-3-cheats/>. I am using this photograph

because it vividly shows the high action that Halo offers its gamers

LaGrone, Sam. "How 'Halo' became golden with gamers." The News & Observer 28

Sept. 2007: n. pag. EBSCO: Mas Ultra. Web. 28 Feb. 2010. I chose this article

because it provides personal insight to the online world of Halo

Lepretre, Timothy. Personal interview. 21 Feb. 2010. I chose to interview Tim because he

has been playing Halo for almost 10 years as well as other games, making him an

experienced gamer who can reflect on both the past and present of gaming

Pikover, James. "Five Reasons Why Halo: Combat Evolved is the Most Important Game

of the Decade." Brave New Gamer. N.p., 20 Dec. 2009. Web. 28 Feb. 2010.

I picked this website because Brave New

Gamer is a site devoted to allowing individual blogs about the significance of

gaming. Im choosing this blog because it discusses the impact of Halo on gaming

Willis, Laurie, ed. Video Games. Farmington Hills: Greenhaven Press, 2010. Print.