The goal was for a given player or team to average an even split of wins and losses, making for closer, more competitive games, and fewer massacres. After playing a relatively small number of matches, players were assigned a skill rating between 1 and 50, and sent up against similarly-rated enemies. Halo 3 was designed to break up these one-sided turkey shoots, with the help of Microsoft's new (at the time) matchmaking system, TrueSkill. Halo 2 became a reason for gamers to buy subscriptions for Microsoft's Xbox Live online network, while also spawning an awful new gameplay reality: competitive matches dominated by trash-talking teen and tween-age players, who slaughter "noobs" with a range of dirty tactics, such as setting up camp where players enter the game, and picking them off the instant they appear. While most players aren't trying to cheat their own video game, a solid minority are always hunting for exploits, creating an arms race that pits dozens of developers against an insurgency of thousands.įor its last hurrah in the Halo universe, Bungie is trying to clean up the mess that it helped create-after all, Doom may have invented the deathmatch, but it was Halo 2 that brought online multiplayer gaming to the larger console market. More common are the virtual psychopaths-the type who toss grenades at friend and foe alike, or callously bash in a teammate's head to steal his rocket launcher. Some players even pay others to repeatedly take the fall, artificially boosting their rank. There are the cowards the players who pull off a streak of successful matches and then retire to keep their standings at the top of the leaderboards. 14th), the developers who work on competitive multiplayer have seen it all. At Bungie, the studio behind the Halo games, including the upcoming Halo: Reach (available exclusively for the Xbox 360 on Sept. Media Platforms Design Team There are jobs that bring you face to face with mankind at its ugliest: cops, social workers, garbage men.
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