Halo 3
3 documents in the library are about Halo 3, from writers such as Microsoft and Game Developers Conference, the newest from 2019. Each has a summary and key insights with the page they come from.

Halo 3 is a shooter game where players primarily experience gameplay from a first-person perspective. Much of the gameplay takes place on foot, but also includes segments focused on vehicular combat. The balance of weapons and objects in the game was adjusted to better adhere to the "Golden Triangle of Halo": these are weapons, grenades, and melee attacks, which are available to a player in most situations. Players may dual-wield some weapons, forgoing the use of grenades and melee attacks in favor of the combined firepower of two weapons. Many weapons available in previous installments of the series return with minor cosmetic and power alterations. Unlike previous installments, the player's secondary weapon is visible on their player model, holstered or slung across the player's back. Halo 3 introduces "support weapons", which are cumbersome two-handed weapons that slow the player, but offer greatly increased firepower in return. In addition to weapons, the game contains a new class of gear called equipment; these items have various effects, ranging from defensive screens to shield regeneration and flares. Only one piece of equipment can be carried at a time. The game's vehicular component has been expanded with new drivable and AI-only vehicles.
- Released
- Sep 25, 2007
- Developer
- Bungie
- Publisher
- Microsoft Game Studios
- Genres
- Shooter
- Platforms
- PC (Microsoft Windows), Xbox 360, Xbox One
- Links
- Official site, Wikipedia
Game data from IGDB.com
Documents about Halo 3
Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3
Game balance is fundamentally defined by a game’s long-term stability and player engagement rather than a rigid, scientific process.
- The Halo 3 sniper rifle fire rate was adjusted from 0.5 to 0.7 seconds between shots to prevent it from functioning as a 'newbie hammer' in close-quarters combat.
- Designers should avoid making incremental changes; instead, they should implement drastic adjustments to verify if a mechanic is truly broken before fine-tuning.
- Balance is a state of the game rather than a process, and designers must guard against internalizing the game so deeply that their perception diverges from the actual player experience.
Microsoft Form 10-Q: Q1 FY2009
Microsoft’s financial performance for the first quarter of fiscal year 2009, ending September 30, 2008, reflects a period of robust growth in core software and server segments balanced against significant macroeconomic volatility and strategic capital allocation.
- Microsoft repurchased $6.5 billion of common stock during the first quarter of fiscal year 2009, a significant increase from the $2.9 billion repurchased in the same period of the prior year.
- The Microsoft Business Division (MBD) saw a 16% increase in business revenue, driven by volume licensing and a 10% rise in Microsoft Dynamics billings, while consumer revenue grew 36% due to promotional pricing for the 2007 Microsoft Office system.
- The company estimates the total cost to resolve ongoing legal class-action settlements will range between $1.7 billion and $1.9 billion, with approximately $900 million in liability remaining as of September 30, 2008.
Microsoft Q1 FY2008 Form 10-Q
Microsoft’s financial performance for the first quarter of fiscal year 2008 reflects a period of robust revenue growth fueled by the widespread adoption of Windows Vista, the 2007 Microsoft Office system, and the Entertainment and Devices Division.
- Microsoft is managing a significant legal liability related to antitrust and unfair competition class action lawsuits, with a maximum potential voucher settlement value of approximately $2.7 billion.
- As of September 30, 2007, Microsoft had approximately $12.8 billion remaining under its authorized $36.2 billion share repurchase program, which is scheduled to run through June 30, 2011.
- The company has reorganized its internal reporting structure into five segments: Client, Server and Tools, Online Services Business, Microsoft Business Division, and Entertainment and Devices Division.