Infinite feels like COD with shields

This is such a simplistic view of the matter. No one with two brain cells is literally saying that halo is the exact same game as cod.

This is the problem with gamers, they don’t often see the bigger picture of game design trends and how these BUSINESSES (because at the end of the day, these companies need to turn a profit) are choosing to entice money from their consumers.

true but the point still stands

No it really doesn’t. Cod weapons have never been difficult to use effectively.

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You’ve must not have played CSGO on M+KB. Now THOSE weapons are hard to master. You want to talk about skill gap in weapons? Cod has nothing on CS.

This is the problem with gamers, they don’t often see the bigger picture of game design trends

I’ve worked in the game industry for 12 years.

Also I have no idea what design trends you’re talking about that overlap between COD and Infinite. Enlighten this poor uneducated gamer.

This is such a simplistic view of the matter. No one with two brain cells is literally saying that halo is the exact same game as cod.

Sure. That’s not exactly what OP is saying. They’re saying that Infinite feels like COD, and they can still read my post and watch Youtube videos and see that they’re radically different and nothing alike.

MW 2019’ AK47 begs to differ

Doesn’t COD have loadouts like halo 4/reach had?\

Felt to me more like halo 4 was Cod with shields… and i’ve never played halo4 so i have no idea how I made that connection.

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minus the loadout H4’s 4V4 MP was good though i will say the loadouts worked great in it’s BTB

I wasn’t a fan of the loadouts in halo 4 the loadouts for halo reaches Invasion mode where one team played elites and the other spartans was very good though shame we don’t have more gamemodes like that.

It’s simple but not simplistic. There are 3 core elements of an FPS game. Movement, gunplay, and level design/maps. No game developer has infinite resources so they can’t be innovative and or superior in every category. The trend of modern big box shooters as of late is to put most of the resources into movement, some into gunplay, and not that much into level/map design. You also have the free to play + battle pass business that is used to fund the ongoing quality of life improvements.

Basically, it’s painfully obvious that 343 chose to be a follower and not a leader with Infinite. It’s a halo-esqe shooter that amalgamates CODs movement system, Fortnite’s business model, Apex’s weapon design, and the 3 lane COD map formula that we’ve seen for almost a decade now.

Just because you have one job in gaming doesn’t mean you’re capable of taking a step back and looking at the bigger picture. In fact, it’s often people in the industry that are least capable of doing that.

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Yeah and nobody used it from what I remember :man_shrugging:

Just because you have one job in gaming doesn’t mean you’re capable of taking a step back and looking at the bigger picture. In fact, it’s often people in the industry that are least capable of doing that.

You know what I love most about you trying to explain to me how game design works?

There are 3 core elements of an FPS game. Movement, gunplay, and level design/maps. No game developer has infinite resources so they can’t be innovative and or superior in every category.

You had the audacity to write this without realizing how incredibly out of touch this is.

First of all, movement and gunplay would absolutely be under the umbrella of the design team. Their design and implementation would go hand in hand.

Second of all, saying that a dev would need infinite resources to be innovative and superior in every category makes zero sense. A game dev doesn’t just pour money into an “innovation machine” that can only allocate resources to a single department.

The trend of modern big box shooters as of late is to put most of the resources into movement, some into gunplay, and not that much into level/map design.

No one makes games like this. You’re telling me that 343 spent most of its resources “on movement” ??? What does that even mean?

You’re telling me that they spent “not that much” on their levels??? This entire post is so out of touch with reality. I’m too stunned to actually find the words.

Do you think they hired a team of designers called “the movement team” that only worked on movement and they made up the lions share of the team, then they hired a smaller team called “the gun team,” and then they had two guys and a hamster called “level design and art”?

So game devs don’t have a group of people who specialize in fps gun design? They don’t have people who specialize in map design? Of course they do or those things wouldn’t be in the game. Like, duh. The issue is, those people often are capable of doing other things too like graphics work or ironing out bugs in the engine or whatever (I’m being general here) so they are moved where they are needed and the temp people are hired based on what the overall vision for the game is. Btw, this isn’t a specific to gaming. Many corporations and even small companies in every industry do this all the time so I’m not sure how being in gaming makes you so special when it comes to understanding this.

There’s also graphics teams, network teams (people that work on code for online play), story writers (sometimes), marketing people, etc. Companies hire people because they contribute something productive to what they’re trying to do. That’s how business works. And again, no dev company has infinite resources to just hire thousands of experts in every area to make the perfect game. Besides even if you theoretically could, you’d still have to solve the problem of too many cooks spoiling the broth. Again, you might work in gaming but your knowledge of business operations is laughable.

I know you meant it as a joke, but the map design team being one guy and his two hamsters wouldn’t surprise me at this point. The maps in this game are pretty mediocre.

So game devs don’t have a group of people who specialize in fps gun design? They don’t have people who specialize in map design?

I never said this at all. And I’m not actually sure where you got the impression that I did.

The issue is, those people often are capable of doing other things too like graphics work or ironing out bugs in the engine or whatever

OOPS and then you went and crapped the bed immediately. A designer that’s been tasked with working on “movement” is never going to do “graphics work” (whatever the hell that means) or “ironing out bugs in the engine” (that would be an engineering task, not design). This is actually insane. No game dev studio works like this.

so they are moved where they are needed and the temp people are hired based on what the overall vision for the game is.

what are you talking about? In your imaginary world do all designers have insane proficiency with literally every skillset? Can you name me a big modern studio that works like how you’re describing?

Many corporations and even small companies in every industry do this all the time so I’m not sure how being in gaming makes you so special when it comes to understanding this.

Bruh you just said a designer will get pulled off of something like FPS Gun Design to iron out “graphics work” and code bugs.

There’s also graphics teams, network teams (people that work on code for online play), story writers (sometimes), marketing people, etc.

First of all, you don’t have to tell me about “the teams.” I work with leads across every discipline so I guarantee I know more about teams than you. Like, when you mention “graphics teams,” are you talking about environment artists? Tech artists? Animators? modellers? VFX? Do you think that all of these people just fall into a catch all “graphics” team?

Companies hire people because they contribute something productive to what they’re trying to do. That’s how business works.

Oh I thought companies hire people because they DONT contribute something productive to what they’re trying to do.

And again, no dev company has infinite resources to just hire thousands of experts in every area to make the perfect game

Do you think it takes “thousands of experts” to do the design work for like, 15 guns in an FPS?

Again, you might work in gaming but your knowledge of business operations is laughable.

Says the guy who just told me that designers get prioritized out of design to do “graphics work” and fix “the engine.”

I was throwing out cheeky examples because you’re clearly incapable of seeing my larger point and you’ve just proved it to everybody reading this. More likely, the people who design multiplayer maps would be diverted to help designing the environments for campaign missions. The people who work on designing the guns might be diverted to help designing vehicles or vice versa.

I figured you were too small minded to see the big picture so I baited you and you took it hook line and sinker. Now I challenge you to interact with my larger point that I was clearly making.

And btw, (because I’m not convinced you’re capable of parsing this on your own) my larger point is that halo infinite is ultimately a game that suffers from lack of vision, lack of innovation, and that what 343 basically did was implement an amalgamation of all other mainstream shooters (with a halo veneer). Either because of not hiring the right people for the right job, or not letting those people create something interesting for the fan base (ie the mp map makers). Because either they had to help with other parts of the project that were lagging behind, or they had their hands tied behind their backs.

I can’t say for sure what happened because I wasn’t there but the lack of clear direction in Infinite’s dev cycle is abundantly clear.

No. It definitely is not. I just jumped on to Warzone after playing Infinite for a week and they are nowhere near the same. I got worked over in Warzone. And I did pretty damn good in Warzone before playing Infinite.

halo 5 is call of duty advanced warfare. sprint, thrust, clamber, slide, ground pound, ADS. its no coincidence the game came out a year after CoD AW lol