Single-Player Campaigns Used to Matter

Half-Life, Halo, and Medal of Honor proved FPS could tell stories. Then everyone stopped trying.

What was the last FPS campaign you remember finishing?

Half-Life revolutionized FPS storytelling in 1998 by proving that shooting games could deliver narrative experiences as compelling as any other genre. Players experienced Gordon Freeman’s journey from routine workday to interdimensional crisis through environmental storytelling and scripted sequences that never broke first-person perspective. The game demonstrated that FPS campaigns could be artistic achievements rather than target practice between multiplayer sessions. Halo: Combat Evolved reinforced this lesson in 2001 by building an entire franchise around Master Chief’s campaign while treating multiplayer as supplementary content. Medal of Honor: Allied Assault’s Spielberg-directed D-Day beach landing created one of gaming’s most memorable opening levels by prioritizing cinematic storytelling over competitive balance. These campaigns mattered because developers treated them as primary experiences worth significant development investment and creative ambition. Modern FPS games reverse this priority by treating campaigns as obligatory marketing expenses that players complete once before moving to multiplayer modes where actual revenue generation occurs.

When Campaigns Were The Game

Early FPS games existed almost exclusively as single-player experiences because network infrastructure couldn’t support widespread multiplayer gaming. Doom included local area network support, but most players experienced the game through its campaign. Developers invested all creative energy into level design, enemy encounters, and atmospheric storytelling because campaigns represented the complete product that players purchased. The limitations forced focus on creating compelling single-player content rather than spreading resources across multiple modes.

Half-Life built its reputation entirely through campaign quality. The game’s multiplayer existed but generated minimal player engagement compared to the story mode that reviewers praised and players recommended to friends. Valve created Black Mesa as a coherent location where every area served narrative purposes beyond providing combat arenas. The research facility felt like an actual workplace before the resonance cascade disaster transformed it into a survival horror environment. Environmental details told stories about employees who worked there, experiments that went wrong, and corporate decisions that prioritized profit over safety. The world-building created investment in outcomes beyond just completing combat objectives.

The campaign’s narrative structure borrowed from film and literature rather than arcade gaming conventions. Players progressed through Freeman’s story chronologically without arbitrary level divisions or score counters. The experience flowed continuously from the opening tram ride through the final confrontation with the Nihilanth. Valve controlled pacing through level design and encounter placement rather than allowing players to rush through at arcade speeds. The deliberate pacing created tension and atmosphere that made reaching new areas feel like meaningful story progression rather than unlocking the next combat arena.

Campaigns as Franchise Foundation

Halo became a cultural phenomenon because Bungie invested everything in creating an exceptional campaign experience. The Xbox launch depended on demonstrating that consoles could deliver experiences that justified purchasing new hardware. Bungie understood this pressure and focused on making Combat Evolved’s campaign so compelling that players would buy Xbox consoles specifically to experience Master Chief’s story. The strategy worked because the campaign delivered on that promise through tight gameplay, memorable encounters, and a soundtrack that elevated combat into epic moments.

The campaign’s success created franchise value that persisted through multiple sequels and spinoffs. Players connected with Master Chief as a character, invested in humanity’s war against the Covenant, and cared about Cortana’s relationship with the Chief. These narrative hooks sustained interest through years of franchise development because the campaign established emotional investment that multiplayer modes alone couldn’t create. When Halo 2 ended on a cliffhanger, fans spent three years speculating about the resolution because they cared about the story Bungie was telling.

Medal of Honor: Allied Assault’s opening level proved that FPS campaigns could achieve cinematic quality that rivaled Hollywood productions. Spielberg’s involvement ensured that the D-Day landing sequence captured the chaos and intensity of actual combat rather than treating it as another gameplay objective. Players hit the beach and immediately understood what soldiers experienced during that operation. The level worked because EA invested in creating an authentic recreation rather than a generic beach assault map. The experience resonated with players because it prioritized historical storytelling over convenient gameplay mechanics.

The Multiplayer Shift

Call of Duty’s evolution demonstrates how FPS campaigns transformed from primary experiences to afterthoughts as multiplayer revenue grew. The original 2003 release featured a substantial campaign that told cohesive World War II stories across multiple perspectives. Players experienced D-Day from different angles, participated in major battles, and followed narrative arcs that gave combat context and meaning. The campaign justified the purchase price while multiplayer provided additional value for players who wanted ongoing competitive experiences.

Modern Warfare shifted settings to contemporary conflicts in 2007 while maintaining campaign investment. The game delivered memorable missions like “All Ghillies Up” that prioritized storytelling and atmosphere over constant action. The Chernobyl sniper mission became legendary because it created tension through pacing and environmental storytelling rather than overwhelming players with enemies. The campaign demonstrated that contemporary military settings could support compelling narratives if developers invested creative effort.

The franchise’s gradual campaign decline correlates directly with multiplayer monetization success. As cosmetic sales and season passes generated increasing revenue, publisher investment shifted toward multiplayer content that players engaged with continuously rather than campaigns they completed once. Campaign lengths decreased, narrative ambition diminished, and character development disappeared as budgets and developer time moved toward creating multiplayer maps and cosmetic items that drove ongoing spending. Modern Call of Duty campaigns often last under five hours and feature forgettable plots with interchangeable protagonists because publishers view them as checkboxes rather than selling points.

What Campaigns Provided

Single-player campaigns created the narrative space where FPS games could explore themes, develop characters, and build worlds beyond competitive shooting galleries. Half-Life used Freeman’s silence to examine how ordinary people respond when systems collapse and authority figures provide no guidance. The game asked whether following orders made sense when those giving orders caused disasters through negligence and corruption. These themes required campaign structures that gave players time to observe environmental storytelling and encounter characters with perspectives on events.

Campaigns also served as controlled environments where developers could teach mechanics, introduce concepts, and pace difficulty progression without worrying about competitive balance or player skill variance. Halo’s opening levels gradually introduced weapons, enemies, and mechanics while building narrative tension through escalating threats. The controlled pacing ensured players understood core systems before facing complex encounters that required mastering those systems. Multiplayer modes can’t provide equivalent teaching because player skill levels vary too widely to control progression reliably.

The emotional investment campaigns created sustained engagement beyond individual gaming sessions. Players wanted to know what happened next in Gordon Freeman’s story. They speculated about Covenant motivations and Forerunner history between Halo releases. They discussed whether Medal of Honor accurately portrayed historical events. These conversations extended games beyond their playtime by creating communities interested in narrative discussion rather than just competition. Multiplayer generates community engagement, but the discussions centre on balance complaints and meta strategies rather than shared narrative experiences.

Economic Justifications

Publishers justify reduced campaign investment by claiming that metrics show most players never finish campaigns while multiplayer modes maintain engagement for months or years. The analysis ignores how underdeveloped campaigns with minimal investment naturally generate lower completion rates than campaigns receiving proper budgets and development time. The metrics create self-fulfilling prophecies where poor campaigns perform poorly, validating decisions to reduce campaign investment further until campaigns become perfunctory experiences that exist only because marketing teams claim they’re necessary for review scores.

The completion rate argument also misunderstands how campaigns create franchise value beyond direct player engagement. Many players purchase FPS games specifically because strong campaigns established franchise reputations even if those players primarily engage with multiplayer afterward. Halo’s multiplayer benefited enormously from campaign-driven franchise popularity. Players trusted Bungie’s multiplayer because the campaigns demonstrated development competence and creative vision. Removing campaign investment undermines franchise reputation even among players who primarily play multiplayer modes.

The focus on ongoing engagement metrics ignores how campaigns generate different value than continuous multiplayer participation. Completing an exceptional campaign creates memorable experiences that players recommend to friends and reference years later. These recommendations generate sales without additional marketing spend and create cultural impact that transcends gaming communities. Half-Life and Halo influenced broader culture because their campaigns resonated emotionally. No multiplayer mode achieves equivalent cultural penetration because competitive matches lack the narrative hooks that create memorable shared experiences across audiences.

The Exceptions

Some developers still prioritize campaign experiences and achieve both critical and commercial success. Doom’s 2016 reboot focused almost exclusively on creating an exceptional single-player experience that honored the original’s design philosophy while incorporating modern technical capabilities. The game succeeded because id Software committed to making the campaign the complete product rather than prologue to multiplayer. The commercial success proved that audiences still value well-crafted single-player content when developers invest appropriately.

Titanfall 2’s campaign became legendary despite lasting only six hours because Respawn invested in creating innovative mechanics, memorable setpiece moments, and emotional narrative beats that resonated with players. The time-travel level Effect and Cause demonstrated mechanical creativity that multiplayer modes couldn’t support due to balance constraints. The campaign’s quality generated word-of-mouth recommendations that drove sales despite minimal marketing budget. The experience proved that even short campaigns create value when developers prioritize quality over length.

The “boomer shooter” revival shows that market segments exist specifically for single-player focused experiences without multiplayer or live service components. Games like Prodeus, Ultrakill, and Boltgun achieve commercial success by delivering focused single-player campaigns that respect classic design principles while incorporating modern quality-of-life improvements. These games cost less to develop than AAA releases and charge lower prices but generate profits because they serve audiences that AAA publishers abandoned by assuming everyone wanted live service multiplayer.

What Recovery Requires

Restoring campaign priority requires publishers to recognize that short-term multiplayer revenue doesn’t guarantee long-term franchise health. The most enduring FPS franchises built reputations through exceptional campaigns that created loyal communities and cultural impact. Half-Life maintains relevance decades later because the campaigns created experiences worth preserving and discussing. Call of Duty cycles through annual releases that blur together because campaigns receive minimal investment and generate no lasting cultural impact beyond yearly marketing cycles.

Campaign recovery also requires accepting that not every FPS needs multiplayer modes. The industry assumption that FPS games must include competitive multiplayer creates development bloat where resources get divided between modes that serve different audiences with conflicting priorities. Games focused exclusively on single-player can invest all resources in campaign quality rather than compromising to support multiplayer features that detract from campaign development. The market supports both approaches if publishers acknowledge they serve distinct audiences rather than forcing every game to include both.

Cooperative campaign options provide middle ground between pure single-player and competitive multiplayer by enabling shared narrative experiences without competitive balance concerns. Left 4 Dead proved cooperative FPS could work as complete products without traditional competitive modes. The game generated community engagement through shared storytelling rather than competitive rankings. Modern FPS development largely ignores cooperative possibilities despite player demand for experiences that combine social gaming with narrative progression.

The Future Question

The current trajectory suggests FPS campaigns will continue declining as live service models dominate publisher strategies. Campaign development requires significant upfront investment with no guarantee of ongoing revenue generation. Multiplayer modes generate predictable income through cosmetic sales and season passes that justify continued development investment. The economic incentives push toward abandoning campaigns entirely or reducing them to minimum viable products that satisfy marketing requirements without requiring substantial creative investment.

Player acceptance of this trend depends on whether campaigns that mattered get remembered or forgotten. If younger FPS players only experience perfunctory five-hour campaigns between multiplayer modes, they won’t know that the genre once delivered narrative experiences as compelling as any other gaming category. The institutional knowledge about what campaigns could accomplish disappears as developers who created exceptional campaigns retire or move to other projects. The genre risks losing understanding of its own potential by treating campaigns as obsolete formats rather than artistic opportunities that require different approaches than multiplayer modes.

Will the FPS genre recover the creative ambition and narrative investment that made Half-Life, Halo, and Medal of Honor cultural touchstones, or have campaigns been permanently relegated to afterthought status as the industry commits entirely to multiplayer revenue models?

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