For someone that was super quick to use “strawman” fallacy incorrectly, you seem to rely an awful lot on the “appeal to tradition” fallacy.
WRONG USE OF STRAWMAN AGAIN. Because you stated that you can use sprint “at any time.” I’m addressing your words directly.
We’ve already established that they can’t increase their speed at any given moment, but I’ll let that slide. Your definition applies to everything that involves player input. Why does that make that bad if the game is designed around it? Oh and you don’t get to use the “appeal to tradition” fallacy.
These mysterious design rules that you continue to invoke but never define. Also, stop appealing to tradition. Give me an argument about what negative impacts it has to gameplay.
Does my description of the process sound like something that is disabled in matchmaking??
First of all, you’re absolutely wrong. Maps were not designed around 1 movement speed. Players by default on older games had a varying movement speed based on how far you pressed the thumb stick, then crouching changed your movement speed “at any time,” then vehicles changed your movement speed, then carrying objectives (flag) changed your movement speed. I can use your own example against you.
You’re arguing that removing sprint would have a severe detrimental effect on gameplay. Cool, let’s remove vehicles from blood gulch and do a btb CTF match. Does that map’s design with vehicles in mind not fall apart the moment you pull vehicles from the equation?
Next up: Explain to me specific features that were implemented in Halo Infinite’s map designs that cannot be found in any map from Halo 1 through 3 as a result of sprint.
Again, tell me what design changes were made to weapons to specifically accommodate a 10% movement speed increase that would make the game radically different if those design changes had not been made.
Also, if we were to remove vehicles I think it would have an even larger impact weapon design than sprint.
This isn’t a design philosophy. What are you talking about? You’re just describing how literally every game is developed. I want you to explain what you mean by “simple and modular” and how it precludes sprinting.