Halo Infinite‘s Woes Expose the Exploitation Inherent to Current Gaming Trends

It’s been just over a month since Halo Infinite’s multiplayer made a surprise launch on Nov. 15, arriving to both praise and widespread frustration. While most players enjoyed playing the latest in the long running franchise, the discussion instantly turned to picking apart the game’s unfair monetization. Halo Infinite’s battle pass moves too slow and requires too much investment, compared to the slicker offerings of Fortnite or Apex Legends. It also, pretty plainly, offers less. Because Halo’s cosmetics rely on getting customizable pieces, rather than full outfits, actually getting some cool looking armor requires serious time investment in the battle pass… or shelling out too much extra money for XP or to buy an armor set from the store. Furthermore, because the game launched with limited playlists, and with occasionally esoteric or difficult challenges, it can take hours to complete even simple tasks.
I watched Halo Infinite’s controversies roll out with weariness. Simply because, while every criticism of the game struck me as more than fair, this is far from the first time something like this has happened. Even just this year, Battlefield 2042 launched to outrage, New World broke in new, disastrous ways with every update, and Final Fantasy XIV’s servers burst at record engagement. Even now-established multiplayer games like Apex Legends or Destiny had growing pains of their own at launch. Not all of these games are free and they do not all have battle passes, but they do operate with a similar, totalizing logic as Halo Infinite. These are games that require massive player bases to function, that rely on consistent updates and challenges to promote engagement, that want to make themselves a massive part of your life. Halo Infinite’s troubles might be extreme, but they are far from unique. They are reflected in basically every videogame of its kind.
I don’t mean this as a way to halt rightful criticism of Halo Infinite. I just want to emphasize that slicker monetization and progression systems are not necessarily better, but rather exploit at greater speed and with less pushback. The point isn’t that we should not be mad about Halo Infinite, but that we can rightfully spread this anger to more games. Fortnite, to take just one example, has directly profited from the exploitation and appropriation of black culture. It’s a game made for children that requires an extreme amount of spending money to “keep up with.” Its cosmetics create weird hierarchies of players, the poor or unwilling labeled no skins. Halo Infinite is trying at the same cultural place as Fortnite, albeit with a more consistent aesthetic, but it fails. That failure is useful because it breaks apart how almost every multiplayer game works on the same logic as Halo Infinite.
To be fair, I was pretty damn glowing about Halo Infinite in my last piece for Paste. I stand by most of what I said, but I was having a better time when I could only play the game for a couple hours on a weekend. Now Halo Infinite is a product I have to enjoy forever. I can still wring some good times out of that, of course, but I do have to resist the game’s monetization schemes and feedback loops. Frankly, I am frequently unsuccessful in that battle. Even playing with friends, I structure my play around what challenges I have, praying that the right mode or right map will pop up so I can get some XP. If that doesn’t work out, I simply start a new game until it does. Even as it makes the game worse, it does make me play it more. That is the point. The promise of a “fix” to these issues operates in a similar way. It’s a means of player retention, asking them to hold out for a product that takes their money a little more slickly.