Sprint: An Analysis

Sprint, ahhh, sprint. The most fervently hated topic on waypoint, largely because no real discussion ever comes of it. So who wants another sprint discussion? Nobody, that’s who!

Anyway, here’s another sprint discussion.

I wanted to take a bit of time and try to come to a conclusive answer on this mechanic. Thus far we’ve had debates on how sprint changes Halo, but very little has been said on how or why those changes are good or bad. Largely because quantifying “good” change is next to impossible, everyone has different tastes and everyone has different appreciations for different styles or mechanics. Thus a conclusion really can’t be reached. That said, I want to approach this from the perspective of game design, and what I (personally) believe revolves around good design.

Like any art, there really aren’t any rules, just suggestions, so bare with me.


To start off, why is sprint in the game? From what we've heard from 343i, and what we can extrapolate from their previously released design goals (look up "Spartan in a wheelchair" to see them) sprints purpose is Immersion and Market Accessibility. Of course, it also plays a roll in Spartan Charge and Slide, but as those could be just as easily tagged onto thruster, I'm going to ignore them.

Now, what *is* sprint? *"Well it's running, you numpty. Duh."- Random person number 2.* Sprint, as it exists in games, is the concept of "Movement at a risk" applied to an individual. It's the meaningful choice between greater map mobility or some other, negative alternative, which in this case happens to be the lack of ability to maneuver and shoot. Of course there are a few other mechanics tagged onto sprint to bandage some of its problems, noticeably the charge time in which you can get shot out of, and the shield regen delay. These were introduced to punish players for using sprint as a means of escape. Given the plethora of mobility options and the fact that sprint is infinite, however, and I'm not sure how particularly effective these countermeasures are.

Next off, how exactly does sprint impact the game? Well the first obvious answer is that map scaling increases. Hallways are elongated to account for sprint. While it's true you cross the map faster with sprint, the time roughly evens with older games out when you consider all the non-sprint time that's going to go into the average match, largely because someone feels the need to fill your rear with lead every now and again. However, this increase in map size has some adverse affects. For starters, weapon ranges must increase to compensate for the longer lines of sight. This could also be the reason for the introduction of standard ADS. Grenade explosion radius must also increase to account for the depth of cover, leading to the mini-nuke problem we've seen in both Reach and Halo 5 (Though one could argue Reach's mini-nukes were paying homage to CE's). It also means that walking time (you know, walking, that thing you do in between bouts of marathoning) is longer than in previous games, in turn necessitating the use of sprint, and here we're drawing to one of my less favourable aspects of the mechanic.

Sprint is a necessary mechanic. Not because of some arbitrary year based requirement (looking at you commonly regurgitated nonsensical posts) but because during gameplay, you are effectively forced to use it. Sprint has its fair share of advantages, gaining map and weapon control chief among them. If you don't use sprint, you risk giving your opponents an edge in positioning and weapons, you won't make it to your teammate before they're gunned down, you won't cut off the flagnum (etc.) It's very much an integral part of the game, and my problem with that is for a mechanic with so much focus... it's not very deep. Now in other shooters, sprint being a primary mechanic is fine. Games like CoD, Battlefield, Battlefront etc all mesh well with the mechanic because it's *punishing.* The kill times in those games are absurd, near instant, and sprinting at a bad time almost assures death. In Halo we have the luxury of taking fights, we have all these other supplemental movement mechanics that give us a variety of ways to disengage or alleviate the situation. Being caught sprinting isn't punishing, and thus the meaningful choice between sprinting and not sprinting is null. We've essentially implemented a mechanic with no real depth or player value for the sake of immersion.

What's the other chief downside to sprint? It restricts player movement. I know that comes with the territory, but what it means that our maximum mobility is essentially locked to one, non-combat oriented direction and scenario. When certain jumps or paths on the map are designed for sprint, they become largely inaccessible at the most key times in the match, the times when they would make the gameplay the most interesting; during combat. And so a great deal of depth is lost there too because sprint, rather than supplementing the players available movement options, effectively restricts it.

I could tag on the whole "running away" argument again, or the "interrupts gameplay with bouts of running" argument for the sake of it, but I think I've gotten my point across well enough as it stands. Sprint as a mechanic has no real value to the gameplay, it just sort of forces its way in there instead of being another tool at the players disposal.

The concept behind sprint, movement at a risk, is fine. But that concept is something we've had in Halo since day one. Vehicles, Man Cannons, Teleporters, Speed Boosts etc. have been an integral part of the Halo experience for a while. All of these combine increased mobility with increased vulnerability, without inhibiting (but instead supplementing) the flow of gameplay. However those are applied to map design, what are some examples of this idea applied to the player? Well for starters, grenade jumps. You trade health for jump distance, and without introducing a new mechanic in the process. What else?

How about the thruster pack? I've been saying it since before Halo 5 released, but thruster could easily replace sprint as the default movement mechanic. Thruster increases player velocity, but it's omni directional, it can be used in combat, and most importantly, it gives the player *a new way to think about the game.* There's a new meaningful decision beyond "to use or not to use." The use of thruster mid-air allows players to redirect their trajectory, giving them a number of new pathing options that otherwise would have been almost completely impossible in past games, and it does so without the various negatives that sprint can introduce. And it's not a mandatory mechanic, you're not obligated to use it like you are with sprint, it's a tool to supplement the players play rather than being an integral part of it. Wide variety of options, new strategies and ideas, overall interesting? That's a mechanic with depth, and the latter quality is something sprint severely lacks.

This way Halo is still changing, but it's changing in a way that benefits the gameplay, rather than inhibiting it for the sake of change.

To wrap this all up, there are no universal mechanics in game design. Immersion is all well and good, but not when it comes at the cost of gameplay. A balance needs to be struck.

I've got more to say but I'm all out of room, so have a good day everybody.

Sprint is here to stay, and I like it.

I honestly got tired of walking and jumping around the maps in older halos.

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> Sprint is here to stay, and I like it.

I wholeheartedly respect your opinion, thank you for this well crafted and constructive reply.

Always a good day when Silenta98 decides to come out of the shadows and make a post.

Not much for me to say, I agree with pretty much everything, and I feel very passionately about the statement “there are no universal mechanics in game design”.

> What’s the other chief downside to sprint? It restricts player movement. I know that comes with the territory, but what it means that our maximum mobility is essentially locked to one, non-combat oriented direction and scenario. When certain jumps or paths on the map are designed for sprint, they become largely inaccessible at the most key times in the match, the times when they would make the gameplay the most interesting; during combat. And so a great deal of depth is lost there too because sprint, rather than supplementing the players available movement options, effectively restricts it.

I guess one thing I could add is I feel the same way about clamber to a degree. You can’t just jump on-top of and off of objects in the middle of a fight, you’re stuck in an animation, thus depth is lost in the same manner.

> Sprint is here to stay, and I like it.

Waypoint, waypoint never changes.

After many years, I have yet to hear of any sort of depth sprint adds to Halo that base movement didn’t already accomplish.

I see both the problems and appeal of having sprint in the game. The only compromise I can think of is to directly tie shielding and sprinting together. Make sprint finite and make it so that it drains your shields as you run. This would punish players that sprint too much and allow maps to be scaled down a bit so that sprinting isn’t being forced on players. I don’t know if it would work out well or not, just my two cents.

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> I see both the problems and appeal of having sprint in the game. The only compromise I can think of is to directly tie shielding and sprinting together. Make sprint finite and make it so that it drains your shields as you run. This would punish players that sprint too much and allow maps to be scaled down a bit so that sprinting isn’t being forced on players. I don’t know if it would work out well or not, just my two cents.

I dont agree with this because the fact of the matter is Sprint carries more negatives than positives…
Sprint can be cancelled if someone shoots you right when your starting up sprint it being an enemy or teammate(friendly fire on purpose/accident)
There is a delay with your shooting/grenade throws once you come out of full speed sprint and jump cancelling in Halo 4 doesnt work in 5.
Shields not recharging is hazardous…so what happens if your team gets wiped out and you have to fall back with half shields…your pretty much 80% of the time gonna die running or gonna sit recharge your shields only to get ambushed and die.
I understand sprinting is good but it should have had its limits like in Halo 4 when it was more balanced without AA enhancements such as unlimited sprint.

My eyes glossed over.
I like the sprint.
That’s my 2 cents.

Sprinting does not have enough punishment attached, especially when you add in Spartan Charge.

Cut to the chase and give me bullet points. I’m tired of reading essays on why sprint shouldn’t (or should) be in Halo.

Also, I like Sprint.

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> Sprinting does not have enough punishment attached, especially when you add in Spartan Charge.

  • Can’t sprint out of gunfire
  • shields don’t recharge
  • gun not readyWhat more do you want, a blind fold?

I can enjoy a Halo match regardless of whether or not Sprint is present, yeah… but I’ve never said to myself “wow, this is better gameplay”.

People truly enjoy this stop n’ go style of gameplay? More specifically, HOW do you enjoy having a mechanic you like arbitrarily force you to STOP using it over and over at random during gameplay…

Heh, I think that’s the biggest difference between Sprint in Halo and COD, or even Battlefield.

When you stop sprinting in COD to grab a kill, the player just dies, and you go about your business around the map. It’s honestly a fluid process. The effort vs. the reward was proportionate and most importantly, that time wasn’t wasted, as players are not fighting for timed power weapons around the map in Call of Duty.

Even in Battlefield you’re dropped into these enormous, well… battlefields, and it typically doesn’t matter that you stopped Sprinting just to fire a couple rounds because there’s open sightlines for miles and the enemy players behind you have 15 other people in their line of sight. See,… again, the gameplay works because of this… Why? Because the developers are smart people, and aren’t putting 64 players into maps with isolated instances to damage each other via large amounts of cover. If they did, you’d get players complaining left and right about getting flanked every time they aim down their sights on someone.

Halo does none of these things, and whereas it was previously a good thing, we’ve adopted so many of THEIR movement mechanics that we’ve forgotten to add all of THEIR counterbalances for the mechanic. I laugh now when people say Halo shouldn’t have COD’s killtimes, or Battlefield’s low cover options, that it would make the gameplay “not feel like Halo”. Just LMAO.

In Halo 5’s Arena maps there’s this ridiculous feeling of uneasiness every time you slow down… that even despite it’s faster killtimes for a Halo game, you aren’t finishing off enemy players in time to avoid getting rushed from behind. Like, as if we’re still not getting the true benefit of having gameplay be faster. If he/she has even the slightest bit of awareness, they’re are going to thrust into cover the second you shoot them and you’ve started playing the world’s longest game of cat n’ mouse. It’s pointless. It’s slow. It’s random. It’s the opposite of fluid gameplay, and most of all, it’s not ‘fun’ gameplay either.

To add to this, Halo 5’s Arena maps have these ridiculous amounts of cover and blocked sightlines, as if giving players so many evasive maneuvers wasn’t enough they had to place a bunch of unnecessary walls everywhere… You start a match and immediately wonder why you’ve avoided the Sniper Rifle, but it’s kinda obvious why. Cover is provided very generously and gameplay has sped to such absurd levels that you aren’t getting people into those crosshairs before getting rushed from all sides. The time spent is not proportionate to it’s reward.

You wanna know how I keep my K/D so high as a random? Because I’m constantly turning around, shooting players running behind me. There’s no reason to keep shooting players in front of you in 4v4 and there’s no reason to keep going in one specific direction. They all turn tail and thrust into cover as soon as they get weak and so would I.

The game does nothing to avoid this… The only way is to play on larger maps and that means not playing 4v4 at all for me. I’ve heard some say get rid of Sprint, and I’ve heard some even say they should allow shooting during Sprint, but as it currently stands the style of gameplay here has stopped me from enjoying Arena aside from Breakout and SWAT, which ironically, have the fastest killtimes? Lol, I guess COD’s developers aren’t full of crap?

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> > 2533274865500640;10:
> > Sprinting does not have enough punishment attached, especially when you add in Spartan Charge.
>
>
>
> - Can’t sprint out of gunfire
> - shields don’t recharge
> - gun not ready
> What more do you want, a blind fold?

Its funny you mention that. Because one of the key balancing factors in sprint is also a reason why people don’t like it. Gun being down is one of the many complaints people had about sprint. And yet its an important part of making sprint a functional game mechanic. You can never win when it comes to sprint and Halo. That being said. I really do like Halo 5’s version.

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> > 2533274809541057;12:
> > > 2533274865500640;10:
> > > Sprinting does not have enough punishment attached, especially when you add in Spartan Charge.
> >
> >
> >
> > - Can’t sprint out of gunfire
> > - shields don’t recharge
> > - gun not ready
> > What more do you want, a blind fold?
>
>
> Its funny you mention that. Because one of the key balancing factors in sprint is also a reason why people don’t like it. Gun being down is one of the many complaints people had about sprint. And yet its an important part of making sprint a functional game mechanic. You can never win when it comes to sprint and Halo. That being said. I really do like Halo 5’s version.

Well, what’s better? Melee rushing or gun rushing?

Because Halo 5 already has the former in spades with Spartan Charge. Might as well give us shooting too instead of slowing down the gameplay.

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> > 2533274912254619;14:
> > > 2533274809541057;12:
> > > > 2533274865500640;10:
> > > > Sprinting does not have enough punishment attached, especially when you add in Spartan Charge.
> > >
> > >
> > >
> > > - Can’t sprint out of gunfire
> > > - shields don’t recharge
> > > - gun not ready
> > > What more do you want, a blind fold?
> >
> >
> > Its funny you mention that. Because one of the key balancing factors in sprint is also a reason why people don’t like it. Gun being down is one of the many complaints people had about sprint. And yet its an important part of making sprint a functional game mechanic. You can never win when it comes to sprint and Halo. That being said. I really do like Halo 5’s version.
>
>
> What’s better? Melee rushing or gun rushing?
>
> Because Halo 5 already has the former in spades with Spartan Charge. Might as well give us shooting too instead of slowing down the gameplay.

Well then that would just be plain broken. Shooting while sprinting will never be a good idea. Unless I’m missing something here. I could just rush at someone while shooting and then finish them off with a spartan charge. That would leave us much worse off than we started. That being said, I understand people’s frustration with the charge. Perhaps a simple semi-nerf like making it take longer before the charger can shoot again is in order.

I like trade-offs, so that’s why I like the changes to Halo 5. Every new mechanic requires a balancing of risk/reward.

  • Sprint lowers your gun (plus no shield recharge, and no sprinting from being shot), but allows you to escape combat if not being hit, or simply allows for faster mobility
  • Clamber allows for easier ledge climbing/jumping, but with an increased vulnerability as your gun is lowered.
  • Thruster temporarily boosts you rapidly in any direction, but as the boost slows down, your trajectory is set (for a small, but perceivable amount of time) making you a temporarily predictable target.
  • Ground pound leaves you highly vulnerable, but at the exchange for an punishing splash damage blow.You can choose how to execute these as the risk/reward seems appropriate to you, and I like that.

the whole reason why I chose halo out of any other game was because there was no sprint, now that it’s added it just feels different and not the same. I think sprint has had the map design worst as well, just my opinion tho. hopefully halo 6 doesn’t have sprint.

Risk/Reward…how I hate the sheer elasticity of that argument. You can design anything around risk/reward, or conversely you can argue that anything has some element of risk/reward. However risk/reward, although important, is not the end all, be all of design.

Tell me if any of these sound like good ideas for Halo.
-Jumping now has to be charged and the duration of the charge slows movement, but jumps gain additional power and length depending on charge time.
-Weapons do twice as much damage while the player is completely stationary.
-By holding B the player can perform a powerful one-hit-kill melee at the cost of all their shields.

All of them are justified through risk/reward, yet more importantly they all fail to grasp how Halo ticks or what makes it enjoyable.

The first example, like many abilities such as sprint, does nothing but arbitrarily weaken the player in the grand scheme of things. Sure you can jump farther…but now you can’t effectively utilize jumping in combat.

The second, also similar to sprint, changes how the game plays on a fundamental level. Now people aren’t strafing, they are taking up positions and camping.

The third example, again common to most abilities, has a risk that is entirely superficial compared to the reward. Either the person uses it with no one around and suffers no penalty, or they use it in plain sight and, although they die, they still break even.

So yet again, I must re-iterate, risk/reward is -Yoinking!- minor in the greater picture.

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> > > 2533274912254619;14:
> > > > 2533274809541057;12:
> > > > > 2533274865500640;10:
> > > > > Sprinting does not have enough punishment attached, especially when you add in Spartan Charge.
> > > >
> > > >
> > > >
> > > > - Can’t sprint out of gunfire
> > > > - shields don’t recharge
> > > > - gun not ready
> > > > What more do you want, a blind fold?
> > >
> > >
> > > Its funny you mention that. Because one of the key balancing factors in sprint is also a reason why people don’t like it. Gun being down is one of the many complaints people had about sprint. And yet its an important part of making sprint a functional game mechanic. You can never win when it comes to sprint and Halo. That being said. I really do like Halo 5’s version.
> >
> >
> > What’s better? Melee rushing or gun rushing?
> >
> > Because Halo 5 already has the former in spades with Spartan Charge. Might as well give us shooting too instead of slowing down the gameplay.
>
>
> Well then that would just be plain broken. Shooting while sprinting will never be a good idea. Unless I’m missing something here. I could just rush at someone while shooting and then finish them off with a spartan charge. That would leave us much worse off than we started. That being said, I understand people’s frustration with the charge. Perhaps a simple semi-nerf like making it take longer before the charger can shoot again is in order.

Can’t be any more broken than Spartan Charging them because that’s an instant EMP. Guns at least take time to drain shields.

I’m not proposing this at all, I’m just asking for an objective reason that Sprinting while shooting is more broken than Spartan Charge in the grand scheme of things. That is, if Spartan Charge didn’t exist at the same time.