Introduced 4 mechanics · Halo 1
Halo: Combat Evolved
Recharging shields, two weapons, and a radar — the console shooter's grammar in one box.
Mechanics this game introduced
These are recorded as first appearing here. Each links to a full history of where the idea went next.
Combat & Conflict · 2001
Regenerating Health
Regenerating health restores a player's damage capacity automatically after a short period without being hit, replacin…
Origin: Halo: Combat Evolved
Combat & Conflict · 2001
Constrained Weapon Loadout
A constrained weapon loadout limits the player to carrying two guns at once, so every pickup is a decision about what …
Origin: Halo: Combat Evolved
Multiplayer & Social · 2001
Drop-In Co-op Campaign
A drop-in co-op campaign lets a second player join the main story mode at any point without ceremony, playing the same…
Origin: Halo: Combat Evolved
Interface & Meta · 2001
Persistent Minimap / Radar
A persistent minimap or radar keeps a small live diagram of nearby space and contacts on screen at all times, so orien…
Origin: Halo: Combat Evolved
Mechanics it built on
Ideas Halo: Combat Evolved inherited rather than invented — each traceable back through the ontology to a root.
Directly influenced
The Halo series in this dataset
2001
Halo: Combat Evolved this page
2004
2007
2010
2012