Social playlist are a heated topic nowadays. People want permanent social playlists, but others argue it hardly makes a difference, and that Social Slayer plays the same as ranked.
I think people fail to realize why this is the case.
The only reason, and yes, I mean ONLY reason social playlists (excluding fiesta/infection/etc) don’t work is because of how quickly Spartans die now.
Here is why.
First off, take a look at any other Halo game’s map list and compare it to Halo 5. You will notice Every arena map 343 has designed is extremely compact and there is very little open space. They almost look like they were all designed for MLG, like those old Halo 3 forge maps. We have no map like High Ground from Halo 3, or even Powerhouse from Reach. They may not have been the most well balanced map, but that didn’t really matter in a social playlist. It was just fun to play slayer on a map like that. Map design and map variety is crucial in making a game more enjoyable and refreshing each time you play (in my opinion it can be more crucial than balance to an extent). Now, why am I telling you this? Isn’t this already another reason social playlists don’t work? No. There is an underlying factor that EXTREMELY limits the layout and design variety in Halo 5 maps, and it has nothing to do with Sprint/Thrusters. It is because we die too quickly.
If you go back to many older Halo games in which a social playlist thrived, you will notice something. The maps are all unique in layout, design, and how they play. They didn’t need to be the most balanced maps because, well, it was a social playlist. It wasn’t a huge deal. Its not like you would deal with those maps in a competitive scene. This is not the case in Halo 5.
Here is something that I really like to think about that really drives my point home. Think about all of the Halo 5: Guardians maps. Imagine if they were all put into Halo 3’s game. Would they work? For the most part: yes (obviously there are areas that utilize spartan abilities, but its not a significant factor in the map designs)! Halo 3’s gameplay can handle the compact maps because Halo 3 was able to handle a both social and competitive feel. Why? Because you don’t die as quick.
“This argument is stupid. Any map can be put into Halo 5 and work too! 343 just chooses not to!”
Sorry, INCORRECT! Take a look at Halo 5’s Sandtrap variant. When Wyvren Zu (spell check that) recreated it, it had to be SEVERELY ALTERED in order to fit Halo 5’s style.
“But thats just so Spartan Abilities could be put to use!”
Sorry, WRONG AGAIN. Although it might seem like thats the case, they simply needed to add more cover to one of the most wide open maps Halo has ever seen. Otherwise the BR would be spammed into oblivion. Why? Because you die too quickly in Halo 5 (interesting sidenote: BR headshots kill faster than a warthog gunner- making warthogs a complete joke for killing enemies). Are you noticing a pattern here?
In short, games like Halo 2/3 can handle any type of Halo map we have ever seen due to their life systems allowing for such a wide variety, whereas Halo 5 is much more limited. The speed at which you die causes every map to be unplayable unless there is excessive amounts of cover to ensure survival, and it creates a need to balance first, have fun second. This is ok for competitive play in Halo 5, but thats sadly all you are going to get. I hope 343 understands this and maybe even sees this thread so they can take a look at how to make a health system for Halo 6 so that we can have the pleasure of a dual casual/competitive game- as those are the best kinds of games out there in my opinion.