Those who have played Halo Infinite know that the open world is not particularly large, and as many have pointed out, it also lacked variety. But if things had gone differently, it could have been much bigger and more varied.
Speaking to Insomniac’s Ted Price during a recent episode of the AIAS Game Maker’s Notebook Podcast, 343 Industries head of creative Joseph Staten revealed that while the developer hasn’t cut the open world too much since he joined the team in August 2020, the campaign The game has indeed undergone a “significant downsizing” up to this point. Ultimately, according to Staten, the goal was to prioritize quality and ensure that what was implemented in the game at launch would live up to expectations.
I know that before I joined the team, the team went through many iterations on the scale and variety of biomes. Even after I joined the team, we had to choose where to cut costs. We talked about this commitment to loyalty. We just didn’t have time to achieve the level of accuracy in as much variety as we wanted. We made huge strides from the E3 demo to the release of the game, but we still had to scale back, make targeted cuts.
Ultimately, we didn’t cut that much from the open world, but I know that compared to the original design, there was a pretty significant reduction in what the team hoped at one point they could make it. We knew that we needed to really deliver a quality experience – just evaluate our ambitions to make sure that with what we release, we will live up to expectations.
Of course, this isn’t the first time we’ve heard that Halo Infinite’s open-world ambitions had to be scaled back during development. Reports have previously said that 343 Industries originally planned for a much larger and more varied open world, with The Legend of Zelda: Breath of the Wild being the closest equivalent.