| Some things Halo 2 had off the top of my head that aren't related to gameplay: - Matchmaking. Almost all games at the time made you manually join lobbies, and now we take matchmaking for granted. - Persistent party. You'd invite your friends to your party and then start the match-making process. During the whole process you could chat with your friends, and when the game ended, you were still a party and could talk to each other. - Chat. Everyone had an Xbox Live headset which came with the service. So everyone was a participant of party chat, in-game team chat, and even "proximity chat" with the enemy. With Halo 2's chat systems + Xbox Live headset ubiquity, it was a highly social game. - Split screen online. All of the above worked with playing with a friend in split screen. Your friend could come over and you could start Team Slayer matchmaking in split screen which was awesome—the game would have to find two more teammates—, and your guest could even chat. Something that could never be done on PC really. These dominated the old "look for and join the server" model of past FPS and, frankly, I could never go back to that. Gameplay wise, Halo 1 had most of the innovations that Halo 2 capitalized on but Halo 2 moved to the pure shield-is-your-health-bar system and removed health packs. After each battle you didn't have this scramble for a health pack just to get ready for the next confrontation, so the pacing was better than arena shooters imo. Finally, Halo 2 didn't need to be the global first on each bullet point to be innovative. But it was probably the first game to have all these in one package. There was a lot of UX polish in setting this standard which you can tell because most games don't reach it even today. |