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> > Nice to see you took one course in debates, but seriously we need more ludology than lawyerey when discussing game design.
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> If you want complex discussion, try to first not make oversimplified statements such as “classical Halo is defined by what there isn’t, not what there is”. As Celestis illustrated, that is a lazy and disingenuous way to frame the situation. The fact is, whether you’re adding or subtracting features to a game, there are consequences. The general consensus among the classical Halo community is that changes made from Halo:CE to Halo 3 were mostly not detrimental as it didn’t alter the game fundamentally, while from Reach onward the changes were mostly detrimental.
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> > I am for making players have to chose which advantage they want and not so much for balancing every advantage against each other.
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> As I am a classic Halo fan, I would say this is a horrible idea. In your simplistic view we could say I “don’t want loadouts”. Another way to phrase it though, is that I prefer equal starts, and prefer earning your advantages through gameplay, a core foundation of classic Halo. Just like a power up or power weapon should be timed and fought for on the map, so too should any other advantage (such as an armour ability pick up).
Problem with earning your advantage is that it easily produces a snowball effect where the game is won in the first phase and the rest of the game is just delaying the inevitable. But Halo 2 and Halo 3 did change from Halo CE in ways that some did consider detrimental, and they moved on to other games.
But since you all are on the offensive and demand Halo 3 to be the competitive standard there is no point in dissuading you from calling me lazy and disingenuous. I have looked up and asked question on this forum about features that have been in all the Bungie Halo games and stated the reply. this design by committee that is going on this thread here will result in a terrible game.
