Halo Reach: Incentive To Lose?
I’ve been playing Halo Reach since my pre-ordered copy hit my front door back in 2010. Overall, I think it’s a great game and I continue to play the multi-player on Xbox Live whenever I have free time. In Halo Reach, the main incentive to win is to get “credits” in the game. Players can use the credits to upgrade their armor on the Halo character they play as. The armor doesn’t really do anything besides look cool and show off how good you are. There are also multi-player challenges such as “Get 10 headshots in any game.” By winning these challenges, players get extra credits, which allows them to upgrade quicker to the next “soldier rank” and purchase (with the credits) the new unlocked armor.
Although Halo Reach is a fun game, the ‘player pool’ isn’t the most mature and players often quit mid-game, causing the server for all the other players to freeze. Bungie, the makers of Halo sought a fix to all this quitting and in-game freezing. They decided to reward players who stay in the game with massive amounts of credits. In fact, even if you lose a game, you can still walk away with an enormous jackpot of 3,000 credits, and if you win, you may walk away with just a thousand credits. I think Bungie is trying to make the lesser players feel better about themselves and the company claims that they are doing it to reward players who “routinely finish their games.”
What ends up happening is you’ll often see some of your teammates who have joined but do not fight- especially since they know they’ll get a nice fat credit jackpot at the end of the round. This causes very one-sided games where you’ll have two teams (4 v 4), but only 2 active players versus 4 active players. I find it annoying because it encourages bad behavior and poor sportsmanship. It’s like being a coach and saying, “Hey, I’ll treat you guys to ice cream if you don’t walk off the court during scheduled basketball training!” Let us know in the comments section if you’ve experienced this in a recent Halo Reach game.