This is a reblog from Halo Waypoint:
By Josh Holmes
This marks the first in a series of developer blogs that we’ll be publishing here on Waypoint. These blogs will feature contributions from members of the Halo 5: Guardians Development Team and will cover a wide variety of different topics. Similar to The Sprint, our goal is to provide more insight into the development process for Halo 5 and the creative and technical decisions that are a part of it.
Co-op Campaign in Halo 5: Guardians
Co-operative play has always been a big part of Halo, allowing two or more friends to play through the campaign together. Over the years I’ve spent countless hours playing Halo co-op, as have the majority of us here at 343 Industries. It’s a source of endless fun, particularly because of the emergent play that stems from having a group of players interacting with the Halo sandbox. Yet at its core, Halo’s campaign was originally built to be a single-player experience, first and foremost. So when you joined a friend in their campaign session, you were coming along for the ride and helping to lighten the load. Mechanically, the game was designed with the single-player experience in mind and so the narrative perspective of campaign also remained focused on telling the story of a lone hero.




