Another look on Casual vs. competitive

A quick video about my views on it sorry i sound like a 10 year old my turtle beach makes voices squekier
http://www.youtube.com/watch?v=WRrDNWQeFYk

I’m sorry but the Whole argument surrounding the concept of Casual and Competitives is quite stupid.

in the video you seem way too distracted and the camera work is getting me sea sick, couldn’t get through all of it.

On the topic of competitive vs casual let me sum it up. Competitive wants a game that offers deep mechanics that require a lot of training to properly use. Casuals want a game that’s easy to pick up and put down, without having to spend hundreds of hours down on practice.

Can they Co-Exist? YES! I don’t understand why people think otherwise. Have a game with simple mechanics that have lots of depth to them so casuals can pick up the game and enjoy it while competitive can learn how to use these features to strengthen their gaming.

Competitive: MLG only uses weapons, settings, and pick ups that keep the game competitive.

Casual: MLG strips the game down to one gun.

The difference is one side is informed and the other is not.

Halo is and always should be:

Easy to play, hard to master.

Personally, I feel that by making the game with a very high skill ceiling, then everyone can be catered for. This combined with high customisation means the game can be as easy or hard as the player likes.

It is easier to reduce the skill of a gametype, than to increase it.

> Competitive: MLG only uses weapons, settings, and pick ups that keep the game competitive.
>
> Casual: MLG strips the game down to one gun.
>
> The difference is one side is informed and the other is not.

What about the sub-competitives that don’t need stripped down/non-vanilla settings to play competitively?

I play competitively, I play to win. I hate losing. But I don’t see AAs, Modifications, Ordinance, etc, getting in my way of winning.

What the hell is wrong with that camera. o.O

Edit: nevermind, I reloaded the page and it was normal again, weird…

IKR

> > Competitive: MLG only uses weapons, settings, and pick ups that keep the game competitive.
> >
> > Casual: MLG strips the game down to one gun.
> >
> > The difference is one side is informed and the other is not.
>
> What about the sub-competitives that don’t need stripped down/non-vanilla settings to play competitively?
>
> I play competitively, I play to win. I hate losing. <mark>But I don’t see AAs, Modifications, Ordinance, etc, getting in my way of winning.</mark>

I see them as another element to master. But a lot see them as mere gimmicks just because of a similar mechanic design from another fishy FPS.

I used the roxio game capture and when i uploaded it youtube said it was shaky and wanted to fix it i said yes what came out is the shaky stuff

> > Competitive: MLG only uses weapons, settings, and pick ups that keep the game competitive.
> >
> > Casual: MLG strips the game down to one gun.
> >
> > The difference is one side is informed and the other is not.
>
> What about the sub-competitives that don’t need stripped down/non-vanilla settings to play competitively?
>
> I play competitively, I play to win. I hate losing. But I don’t see AAs, Modifications, Ordinance, etc, getting in my way of winning.

This is me in a nutshell. And this community has seen enough derision. It’s time to come together. I think Halo 4 can do it.

> > Competitive: MLG only uses weapons, settings, and pick ups that keep the game competitive.
> >
> > Casual: MLG strips the game down to one gun.
> >
> > The difference is one side is informed and the other is not.
>
> What about the sub-competitives that don’t need stripped down/non-vanilla settings to play competitively?
>
> I play competitively, I play to win. I hate losing. But I don’t see AAs, Modifications, Ordinance, etc, getting in my way of winning.

Halo is designed to bee a Sandbox-Arena shooter where everyone starts equally and random variables do not take precedence.

Adding these feature in (which I am partly in favour of) is likely to upset the core ideals of Halo. I would love all these things to work, but it’s a minefield one has to cross to implement these correctly.

I would like to know (or have some way of telling) what AA or specialisations a player has before facing him, otherwise I am required to guess and luck plays a factor as to how effective his abilities are in the situation.
Certainly for AA’s, a visual mark (be it on the scoreboard/startscreen or an in game aesthetic) is necessary.

If all is balanced, and randomness can be removed, the more the merrier in my opinion.

> > > Competitive: MLG only uses weapons, settings, and pick ups that keep the game competitive.
> > >
> > > Casual: MLG strips the game down to one gun.
> > >
> > > The difference is one side is informed and the other is not.
> >
> > What about the sub-competitives that don’t need stripped down/non-vanilla settings to play competitively?
> >
> > I play competitively, I play to win. I hate losing. But I don’t see AAs, Modifications, Ordinance, etc, getting in my way of winning.
>
> Halo is designed to bee a Sandbox-Arena shooter where everyone starts equally and random variables do not take precedence.
>
> Adding these feature in (which I am partly in favour of) is likely to upset the core ideals of Halo. I would love all these things to work, but it’s a minefield one has to cross to implement these correctly.
>
> I would like to know (or have some way of telling) what AA or specialisations a player has before facing him, otherwise I am required to guess and luck plays a factor as to how effective his abilities are in the situation.
> Certainly for AA’s, a visual mark (be it on the scoreboard/startscreen or an in game aesthetic) is necessary.
>
> If all is balanced, and randomness can be removed, the more the merrier in my opinion.

Unfortunetly, that is the direction the market is moving.

Being unique as a player, choosing and earning your playstyle.

Perhaps there is some mark, or looking in the service record reveals some stats. As in looking and finding that the DMR is the most used weapon likely means they will use a DMR. Maybe they can do it with AAs and Modifications too, and making it easier to access.

I wouldn’t have a problem with that.

> > > Competitive: MLG only uses weapons, settings, and pick ups that keep the game competitive.
> > >
> > > Casual: MLG strips the game down to one gun.
> > >
> > > The difference is one side is informed and the other is not.
> >
> > What about the sub-competitives that don’t need stripped down/non-vanilla settings to play competitively?
> >
> > I play competitively, I play to win. I hate losing. <mark>But I don’t see AAs, Modifications, Ordinance, etc, getting in my way of winning.</mark>
>
> I see them as another element to master. But a lot see them as mere gimmicks just because of a similar mechanic design from another fishy FPS.

Exactly.

You’ll know you’re good and skilled if you can master and tactically use Armor Abilities.

I love the fish references. Fishstick controls is an epic win.

But anyway, it all depends on how you use them and how they’re implemented.

The population can’t be divided into such simple concepts, why can’t you people see that? I know it’s much easier to distinguish yourselves when you do, to help your “us versus them” mentality, but you need to look at this objectively.

Besides, “casual” gamers aren’t interested in Halo and won’t be posting on these forums.

> Competitive: MLG only uses weapons, settings, and pick ups that keep the game “competitive”.
>
> Casual: MLG strips the game down to one gun.
>
> The difference is one side is a group of over entitled -Yoink- bags and the other is not.

fixed.

omg. get over it kiddos. i will tell you something about this argument. the casuals don’t care enough, and the competitive over react to everything. so drop it.

> > Competitive: MLG only uses weapons, settings, and pick ups that keep the game “competitive”.
> >
> > Casual: MLG strips the game down to one gun.
> >
> > The difference is one side is a group of over entitled -Yoink!- bags and the other is not.
>
> fixed.

You are representing that group of -Yoink- bags quite well.

> > > > Competitive: MLG only uses weapons, settings, and pick ups that keep the game competitive.
> > > >
> > > > Casual: MLG strips the game down to one gun.
> > > >
> > > > The difference is one side is informed and the other is not.
> > >
> > > What about the sub-competitives that don’t need stripped down/non-vanilla settings to play competitively?
> > >
> > > I play competitively, I play to win. I hate losing. But I don’t see AAs, Modifications, Ordinance, etc, getting in my way of winning.
> >
> > Halo is designed to bee a Sandbox-Arena shooter where everyone starts equally and random variables do not take precedence.
> >
> > Adding these feature in (which I am partly in favour of) is likely to upset the core ideals of Halo. I would love all these things to work, but it’s a minefield one has to cross to implement these correctly.
> >
> > I would like to know (or have some way of telling) what AA or specialisations a player has before facing him, otherwise I am required to guess and luck plays a factor as to how effective his abilities are in the situation.
> > Certainly for AA’s, a visual mark (be it on the scoreboard/startscreen or an in game aesthetic) is necessary.
> >
> > If all is balanced, and randomness can be removed, the more the merrier in my opinion.
>
> Unfortunetly, that is the direction the market is moving.
>
> Being unique as a player, choosing and earning your playstyle.
>
>
> Perhaps there is some mark, or looking in the service record reveals some stats. As in looking and finding that the DMR is the most used weapon likely means they will use a DMR. Maybe they can do it with AAs and Modifications too, and making it easier to access.
>
> I wouldn’t have a problem with that.

I agree fully that players should have the option to tailor their loadouts to suit their playstyle. However, this should never be used to gain an “unfair” situational advantage. Icons next to a players name on the scoreboard and/or an armour visual would be a good system.

P.S: I too also play to win (must be human nature), but a win is only justified when all things are equal and fair.

> The population can’t be divided into such simple concepts, why can’t you people see that? I know it’s much easier to distinguish yourselves when you do, to help your “us versus them” mentality, but you need to look at this objectively.
>
> Besides, “casual” gamers aren’t interested in Halo and won’t be posting on these forums.

EXACTLY. This is what I say every time I see one of these ridiculous threads. The community is not as simple as “black and white”. It’s not just “casual and competitive”. There are people who could easily fit into both categories, especially depending on who’s the person judging. Everyone has different perspectives of what makes someone casual or competitive, so it’s best to just stop discriminating against and segregating into these groups altogether. It does nothing but divide and hurt the gaming community.