🐱 Level Select Isn’t Just a Feature, It’s Essential

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Single player experiences in the 2020s are at a crossroads with replayability.​

Longer narratives deter players from jumping into their favourite scenes. For newer campaigns, it takes a journey to replay special moments. Single player driven experiences are welcome to break up a dominant multiplayer scene. While developers behind anticipated campaigns shouldn’t wait for a wake-up call to add replay value to their games.

343 Industries heard Halo Infinite players loud and clear following their late 2021 campaign launch. At the time of writing, it doesn’t let players jump into their favourite levels at launch. Infinite’s campaign kicked off a new laundry list for 343 with their multiplayer suite in 2022. The studio later confirmed to Polygon it would add the staple feature later in time.

Level select isn’t the biggest tradition Halo Infinitebreaks in order to evolve. Its vast, open world somehow takes players back to the Combat Evolved era of wide level designs. Every outpost and battlefield naturally breathes with 343’s seamless world. The Master Chief has plenty of nooks and crannies to explore on Zeta Halo. But Infinite’s main campaign missions suffer from a clear identity crisis. Each level adds something new to the narrative with a change of scenery. Players are given a break from the open world to enjoy a bit of linear Halo action.

But something feels “off” with Halo Infinite’s levels. The Master Chief is grounded on Zeta Halo this time around. Players are also tied to Halo Infinite’s familiarity when they progress. The campaign doesn’t exactly share the planet-hopping or globe-trotting approach previous games had. That constant change of scenery isn’t found in Infinite. Making campaign missions feel somewhat dull and reflective of open world fatigue. In other words, Halo Infinite’s campaign wasn’t built for a level select in the first place. Developers at 343 face the challenge of letting players experience Infinite’s unique levels. Its first step includes defying the game’s non-linear nature and restructuring it to make mission select work.

“…Something feels “off” with Halo Infinite’s levels.”​

I hated rewinding my Return of the Jedi VHS tape as a kid in the late 90s. Work came from sitting back through two hour’s worth of film. It had to be the worst way to see Luke’s green saber for the second or third time. The Sarlacc barge fight was something I couldn’t rewatch without seeing everything in reverse. But I adapted to a digital-free streaming world. Luke would still have his three minutes of fun annihilating Jabba’s gang. Even if it took me longer to revisit that scene a few times via that damn VHS rewinder.

Video games are miles ahead of that harrowing time. The medium slowly overtook a cinematic joy once felt in theatres. DVDs, Blu-rays and feature-length acting made their way into gaming as naturally as technology advanced. Games would have their very own scene select feature found in movies. Players had the power to jump into their favourite moments without a VHS rewind box in sight. Until gaming brought those dark times back in a number of recent releases.

I beat Halo Infinite’s campaign once, as any player would. Feelings of satisfaction and accomplishment washed over me. My respect for 343 was bolstered by a journey that I haven’t been on since Breath of the Wild. Save for a few outposts and side quests, Zeta Halo was finally exhausted. Yet, I sat in front of the most cutting-edge Halo instalment with two options. A Continue button only took me back to Infinite’s exhausted open world. New Game lets me play each of the 15 missions once. To reiterate, I had to endure a journey just to re-experience favourites like The Tower, Pelican Down, House of Reckoning and Silent Auditorium once.

“Halo Infinite’s lack of a level select isn’t new for single players.”​

As you can tell, I immediately went on YouTube to watch Luke’s Sarlacc fight a dozen times. Just because I could. Until 343 finishes its baffling scramble for a level select.

Halo Infinite’s lack of a level select isn’t new for single players. In fact, it’s almost impossible for games like Metroid Dread and Star Wars Jedi: Fallen Order. Both games take on a Metroidvaniadesign to levels. Progression would only happen when the games deemed it was time. Levels in Fallen Order were structured across planets. Bogano, Zeffo, Dathomir and Kashyyyk did feel linear. Each planet also changed when Cal Kestis acquired a new ability. Players got that change of scenery by using their new Force powers to literally push Fallen Order’s story forward.

In a 2019 interview with GameInformer, director Stig Asmussen justified the lack of replayable features like New Game Plus. “If you start the game with all your abilities, you kind of break things,” he stated, suggesting players aren’t meant to play the game in any order they want. Respawn would later cave in with an update, announcing on Star Wars Day it would add a somewhat half-baked “New Journey Plus” with a replayable training mode.

Infinite’s 15 missions aren’t held back by Fallen Order’s style of narrative progress. Almost every level spawns players into a new setting within Zeta Halo. Players can even skip side missions and travel to the next main level. Of course, new upgrades are acquired by Chief, but only serve to give players more creative ways to play over unlocking areas.

Marvel’s Avengers Reassemble campaign would also sport a stellar campaign. But the one-and-done story structure deters players from jumping back in (among other shortcomings). Studio Crystal Dynamics would try to patch things up with post-launch content. Luckily, levels can be replayed in its Taking Aim and Future Imperfect DLC. The War for Wakanda expansion strangely leaves it out in favour of operations.

Studios like Crystal Dynamics would eventually let players replay Avengers’ Reassemble campaign. But the feature dances around the ability to jump into different story missions. Instead, players are forced to reset their campaign progress. Marvel’s Avengers still saves its most memorable and cinematic moments for the campaign. An issue still persists by making each level instantly inaccessible after beating it once.

Without spoilers, Marvel’s Avengers does follow a journey-driven narrative. Kamala Khan/Ms. Marvel slowly reassembles the Avengers one level at a time. But this focus is quickly tossed with customization. The non-story Operations can be played with any hero. While replayable DLC story missions easily lock out other Avengers to fit the narrative. The open-ended structure gives Crystal Dynamics less of an excuse to add chapter select. Sadly, resetting story progress is a half-solution which doesn’t merit replayability in modern single-player experiences.

Completionists might have an even harder time finding collectibles across Halo Infinite’s campaign. Each level marks one chance to scour special areas for Skulls. Unfortunately, any missed collectibles are locked out with campaign levels. Making it much harder for players to like particular missions without getting as many chances as they need.

A new game release decides the next nail in the coffin for replayability. Replay value is a foggier vision for full-length single player experiences over multiplayer-only ones. Unrepeatable missions only hurt the interest of jumping back into a campaign. Halo Infinite’s own menu of accessible missions won’t just be a reminder to balance linear and nonlinear design. The campaign will also feel less sparse with locations when compared to other Halo games.

Open world connoisseur Rockstar Games would make the Mission Select feature a feature in modern titles. 343 Industries has less of a reason to justify its challenges, as Rockstar neatly makes Grand Theft Auto V and Red Dead Redemption 2instantly replayable. Both games also feature a non-linear open world. But levels are also derivative from its worlds. Players are taken to a variety of locations exclusive to the story.

Mission Select detracts from the post-game state of both games. As such, Rockstar manages to give players options for its linear and non-linear sides. The studio manages to separate the two different designs through open-world activities and its unique missions. Halo Infinite instead tries to blend the two aspects seamlessly. Mission Select is lost in 343’s vision of an unwinding world which can’t be undone after completion.

Spider-Man: Miles Morales is one of the more recent titles to break the cycle. It’s a light sequel to 2018’s Marvel’s Spider-Man, which was a purely single-player driven experience. Peter Parker’s adventure didn’t let players revisit the game’s most exciting moments twice. A New Game + was added to let players back into its prologue, helicopter sequence, train fight and prison break. But this half-solution wouldn’t be remedied in the Remastered version for the PS5 in 2020.

Instead, Miles Morales would add a few tweaks for players after completion. The biggest includes replayable campaign missions and even previous side quests across NYC. For some reason, the swift changes were easier to make in a sequel game. By separating Spider-Man’s open world from its campaign, Insomniac was able to improve on the replayability of Miles Morales.

343 is expected to go “rewind their own VHS tape” along development. Its anticipated update for Halo Infinite starts by looking back at the overall nonlinear design. Developers would turn each nonlinear level around to fit that old-fashionedHalo experience. In other words, 343 would have to redo one step in development. Rockstar and Insomniac managed to add this separation of open world and linear level structuring alongdevelopment. But Halo Infinite players would have to wait if they don’t want to restart the journey all over again.

The latest Halo separates itself thematically from previous instalments in worse ways. Fortunately, Halo Infinite’s oversight for a level select is a much-needed kick for AAA studios. With 343 Creative Director Paul Crocker confirming the feature’s rollout with co-op and telling Stevivor “It’s not that it doesn’t work, it’s just that it’s not finished.” While player feedback from communities suggests replayability is more than expected of the biggest AAA single player experiences.

Players beating a level shouldn’t come at the cost of never seeing it again (without restarting). Instead, studios need to factor in levels as an unlockable reward in itself. Players investing their time in a fully-priced game deserve to revisit any part they wish. The traditional feature shouldn’t be a head-scratcher for studios diving into next generation narratives across the 2020s.
 
Am I… agreeing with a game journalist for once?

Modern video game “levels” can get ridiculously fucking long. If you just want to replay a single fight after you’ve already beat the game, why NOT give you the option to do so?
 
Didn't read but everything's an RPG now so devs don't want to bother trying to decide how to handle the variable power levels at different points in the game.

Plus most players don't even beat the game so it's just catering to a minority that nobody cares about since only some of them are valids.
 
Modern video game “levels” can get ridiculously fucking long. If you just want to replay a single fight after you’ve already beat the game, why NOT give you the option to do so?
Feature creep, time constraints, and the game producer's/designer's original vision. It's not that you couldn't add this feature into a game's production or add it in later, but will it cost so much time/paying coders to do, that you have to cut content elsewhere or release later? Does adding it mean your game gets shortened from 12 levels to 10 just to make a deadline?

It's something passionate devs that are really plugged into their audience might implement, but it's pretty unessential when you get down to deciding what goes into a game and what gets left out on a wishlist.
 
Isn't the vast majority of Halo Infinite done in an open world? Like everything besides the first two missions and the final?

God, it's sad I can't remember and it's only been a month since I played it. Anyways, what the fuck do these people want? To re-fight the shitty bosses? I agree in spirit, but Halo Infinite feels like such a bad example. It's super short if you just skip to the "main missions" and most of them didn't really have any special set pieces or anything. The open world in general was a bad way to go with Halo IMO, even though I did have fun with it when I played it a month ago.

@Agent of Z.O.G. points out how everything is an RPG and nobody wants to deal with power levels. He's right, but it's also the fact that too many fucking developers can't get over that it's a game and that shouldn't even fucking matter. Once they play through your game normally and earn that power they should be able to use it however they want.

It's the same reasons cheats don't seem to exist anymore I think. Too much focus on forcing players to experience *their* narrative and *their* experience.
 
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In a 2019 interview with GameInformer, director Stig Asmussen justified the lack of replayable features like New Game Plus. “If you start the game with all your abilities, you kind of break things,” he stated, suggesting players aren’t meant to play the game in any order they want.
Chrono Trigger says "Fuck you!" from 1995.
 
Feature creep, time constraints, and the game producer's/designer's original vision. It's not that you couldn't add this feature into a game's production or add it in later, but will it cost so much time/paying coders to do, that you have to cut content elsewhere or release later? Does adding it mean your game gets shortened from 12 levels to 10 just to make a deadline?

It's something passionate devs that are really plugged into their audience might implement, but it's pretty unessential when you get down to deciding what goes into a game and what gets left out on a wishlist.
Plus this sort life quality stuff is pretty standard for modding community to fiddle around anyway. Sucks that devs let it fall on the community but if it's a niche thing that people don't look up before making a sale...
 
Thief Deadly Shadows would have been a better game if it had some way to skip levels like the first two games. If I want to go to the Cradle, I need to spend hours not going to the Cradle. Better off just trying the various fan mission packs made for that game because those are at least new levels.

Ancient game, but whatever. The Cradle is the greatest spooky level in any game. So good, Eidos tried to recapture that lightning with a shit knock off in the reboot.
 
I have zero issues with level select AFTER you beat the game, but knowing journos they just want an easy way to skip to the end to shit out a review.
 
There’s so few genres this even applies to. Pretty much just shooters and basic platformers.

I can’t imagine jumping into say, Symphony of the Night “partway” through the game. Where would that even put you? Dark Souls giving me level select might be cool, but what kind of build? And what character level?
 
I have zero issues with level select AFTER you beat the game, but knowing journos they just want an easy way to skip to the end to shit out a review.
That's what I'm getting out of this. They want to skip around, play 2 minutes of each level, switch on God mode and beat the boss, then spend 3500 of the 4000 word review talking about trans rights issues ("Why is it assumed that Gordon Freeman is male? How Half-Life promotes dangerous outdated gender stereotypes.") while giving lip service to the graphics and gameplay.
 
I want to do the video game equivalent of reading the cliff notes so I can pretend to be involved without any of that icky effort.
 
Halo is for nigger that are to bad to play real fps. so KS Journo scum...
 
There’s so few genres this even applies to. Pretty much just shooters and basic platformers.

I can’t imagine jumping into say, Symphony of the Night “partway” through the game. Where would that even put you? Dark Souls giving me level select might be cool, but what kind of build? And what character level?
That's the problem with a lot of newer games; if they would have a mission select, they need to either have minor hidden saves that remember where you were at certain points, or just let you play around in your maxed out form. Because with Symphony of the Night, well, Death steals all your shit at the start. Outside of mandatory abilities and such to get through the castle; what items/gear did you pick up? Because select wherever you want, cool, upsidedown castle... at level 1 and naked Alucard. "This is what you asked for."
 
Honestly, I can kind of agree with the need for level select but with one caveat. You must unlock each level and checkpoint before you can load to it. But other than that I actually do agree that level and checkpoint select should absolutely be standard game design because playing through an entire level just so you could, for instance, fight the boss is kind of irritating.
 
Feature creep, time constraints, and the game producer's/designer's original vision. It's not that you couldn't add this feature into a game's production or add it in later, but will it cost so much time/paying coders to do, that you have to cut content elsewhere or release later? Does adding it mean your game gets shortened from 12 levels to 10 just to make a deadline?

It's something passionate devs that are really plugged into their audience might implement, but it's pretty unessential when you get down to deciding what goes into a game and what gets left out on a wishlist.
Why do deadlines on creative even exist when they clearly only fuck things up? Is it because the People of Merchantry don't understand creative processes?
 
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