I’ve been following the Sprint discussions in this board for months – we’ve had some huge, sophisticated threads that went into great detail why Sprint is bad for the series.
One recurring (and very popular) theme I read is the notion that there are no advantages to Sprint (at all) or that the sole argument for Sprint is ‘because it’s modern’.
And with all due respect, I’ll try to explain why that proposition is not very tolerant.
> Please note:
> This thread is not meant as a comparison or as a ‘proof’ of superiority for Sprint in any way or form.
> As there are many and very detailed contra-threads in this board already, I’ve consciously concentrated on the positive side as I firmly believe that we can all have our preferences AND a fair understanding of other perspectives at the same time.
Before I start…
1.) Ask yourself this question: Are there really no arguments for sprint or are there just no arguments that you regard as viable?
Matter of point is: If you feel strongly for something and/or have a specific set of preferences (competitive player) other arguments will very likely mean nothing to you either way. Based on your world view you might of course ‘prove’ how wrong these other perspectives are, completely disregarding the underlying fundamentally different needs and values.
In the end it all comes down to what different subgroups of players perceive as rewarding (e.g. ‘competitive’ and ‘fun’ players), there simply is no ‘wrong’ or ‘right’ in this debate.
2.) ‘Soft’ concepts such as ‘feel like a Spartan’, ‘higher speed’ or ‘more natural’ are easy to be brushed aside. They are in fact complex concepts that are based on human psychology and are like all perceptions subjective.
Explaining how Sprint is detrimental to an existing gameplay system is the much easier task, as the effects can be easily described and even factually documented.
But how do you prove that Sprint makes people feel more powerful (like an actual supersoldier)?
Or how do you prove that Sprint feels more ‘natural’ [aka immersive] as it’s closer to humans’ basic instincts (fight – flight)?
The truth is you can’t, as you would need a well-balanced and scientific (psychological) survey/experiment to provide any sort of evidence. However just because something is hard to quantify doesn’t mean it’s irrelevant. I think there is a reason why this mechanism is so popular in (console) FPS per se and why (some) people actually like it and want it in their games.
With that out of the way here are the reasons why I think (some) people like Sprint:
A) Small rewards:
In videogames even small (sometimes even subconscious) rewards are part of the overall fun. The most important aspect is the feeling that you achieved something, whether or not it’s big (getting a kill, returning the flag) or small (dashing through the map to get back to your team, sprinting and making that long jump). The weightings of these rewards are highly subjective and also dependent on a player’s skill.
However the point is that the traversal system does have a worth of it’s own, it can be fun independent from the combat mechanics and that is often overlooked.
Also a previously neutral motoric action (pressing the left stick) can become inherently rewarding by repeatedly linking it with (subjectively perceived) desired outcomes (conditioning – LINK).
B) Getting out of trouble is satisfying (and not always unfair)
There is no arguing that an escaping prey is frustrating for the hunter. But what’s the other side of the coin? It also feels good to get away, especially if the initial combat conditions have been quite one-sided to begin with.
My video analysis showed, that Sprint is mainly used as a means of escape in situations, in which the prey had a very little (to non-existent) chance to successfully fight back (e.g. fire from an unknown position, enemy camping,…).
While it is of course correct, that the bad situation might be the prey’s fault to begin with it’s also an illusion that it’s possible to oversee the battlefield all of the time. Part of the skill is to quickly react to unforeseen events and Halo always fostered that ‘second chance’ (longer kill times, grenades).
C) Subjective perception of speed
Irrespective of the question whether or not you’re actually getting somewhere faster (or if that is just an illusion) what’s important is the player’s perception of speed.
That perception is created through:
- contrast between base speed and sprint speed (i.e. you’re actually moving much faster)
- visual cues: shaking screen, rapid arm movements, flow of air (white stripes), movement of surroundings
- auditory cues: higher frequency of footsteps, rushing wind
- kinesthetic cues: controller vibrations
There’s a natural human fascination for all things fast.
Note: While FOV or higher base speed also create a similar experience Sprint is the only mechanism that allows for a combination of a higher traversal speed with a slower (aka ‘Halo’) combat speed.