First of all, Grifball’s requirements are completely different than those of traditional competitive Halo multiplayer. Grifball gets its own game type – just like fans of zombie got Flood Mode – because that’s what it is: a gametype. It’s a niche market with a very specific framework. 343 saw a way that it could support that community, so it did.
MLG, on the other hand, is a collection of constantly changing, constantly updating gametypes and maps, so the needs of the community can’t be fulfilled with a single gametype. You’re ignoring all of the foundational things that 343 has done for competitive gaming.
So what has MLG gotten? First of all, several maps designed specifically for competitive MLG-style gaming (I’m thinking of Adrift). More importantly, 343 has given you the most customizable Halo experience yet. MLG will have an unprecedented level of flexibility in fine tuning the exact competitive experience it wants to create. That’s a big deal. On top of that, you have a much-improved forge mode that will make it even easier for the MLG community to create and share competitive maps. Competitive gaming is a dynamic and user-generated experience; 343 can’t build that for you, so it gave you all the tools to build it for yourself.
Also, remember that as large as the competitive community is, it’s still a fraction of the Halo community overall. 343 has just as much responsibility to the 50 percent of people who never play Halo multiplayer as they do to competitive gamers.
In short, the entire Halo 4 experience has been designed to accomodate MLG and competitive gamers. If you’re hungry for your own playlist, you will get it in Slayer Pro, and I’m sure that once MLG gets its hands on the game and actually has a chance to develop its gametypes, you will have a dedicated MLG playlist. What more do you want?
Monitor notes:
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It’s Grifball. One ‘f’ please!
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Do not single out others.