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> > > > The fact is 343 has already made their decision about movement, specifically whether or not to include sprint. Considering all of the resources (time & money) spent on the development of Halo Infinite, we can make a prediction based on accessibility and regardless of all other gameplay arguments:
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> > > > Microsoft absolutely needs Infinite to be the killer app of the upcoming Xbox and to have mass broad appeal on a Fortnite-like level. So with that, we have to consider the larger gaming public’s expectations for a FPS in 2020 and understand that Microsoft cannot afford Infinite to be a niche game. From that line of reasoning we have to conclude that sprint will be included in Infinite.
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> > > > Additionally the same argument of accessibility could be applied to actions such as clamber, and also why I predict a significant portion of the game will be free-to-play.
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> > If its simple and intuitive the easier it is to get into it. The more things you can do in it, the more attractive it seems… so you end up needing to balance those two and make them work out. Thank god charging a plasma pistol and just firing it normally are the same button.
> >
> > I will always argue for simpler controls and being able to be playable and fun with the least number of buttons. From what I can tell moving , looking , shooting , action , throwing and melee are the really important things you need to do in a halo game. It should be possible to play the game and have fun and feel like you have a chance without exploring the other options… like crouch , or switching weapons, or aiming… or thrusting and sprint
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> > anything added on to that to layer the game probably can Be included but they shouldn’t give you a severe advantage in gameplay, or they shouldn’t severely disadvantage those who don’t use them.
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> I think you’ve misunderstood what I mean by accessibility. You’re line of reasoning sounds similar, but if we were to continue to follow it’s premise we would end up with a reduction of movement to the point where the game plays like Super Mario Bros. and all that’s needed is a two button controller. After all two buttons is easier for new players to understand and memorize.
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> That isn’t what I mean by accessibility though. Accessibility isn’t simplicity by reduction of controls; it’s removing cumbersome mechanics and increasing ease of operation, i.e.: clamber. It’s including widely accepted and understood genre movement mechanics, i.e.: sprint. It’s removing barriers to entry such as cost - which is why F2P games are incredibly popular.
Here, I quote myself to respond with a part of my post that address the issue. Go to the quote above.
The problem is not the options to play other ways… the problem is the Necessity and impact of playing other ways on the game… such that if you didn’t use the options … you would never end up having the intended experience.
If halo could manage gameplay with two buttons I’d be for it… not to scrap the option to increase the number of buttons you could use… I don’t and didn’t mean that you have to remove the other options. If players want a sprinting animation, good for them, it shouldn’t hurt those who don’t.
Likewise , if people don’t want a sprinting animation… it shouldn’t hurt those who want it.
So here is a suggestion, make the game playable without using sprint … then add sprint as a feature that makes people look like they are running but has little effect on it. If I was to be really real with you now… I’d say the way that works is “sprint” makes your acceleration 10-25% faster … but has the same top speed as base movement … makes people feel like they are moving faster , but ends up not giving a severe advantage or fundamentally changing gameplay… and you don’t have to use it to play the game.
Also I clearly stated the more options in the game the better… and that balancing the options and simplicity was extremely important.
If halo could manage 2 button gameplay I’d be for it as long as you can still access the options of gameplay it provides… and doesn’t break up the fundamentals of the gameplay it defines. What would those buttons do? Action/switch and use/fire? Maybe that could actually work lol… but we still would need the two thumbsticks to navigate.
Halo could actually still work that way… and in fact arguably in a more seamless way becuz… thumbs are always on thumbsticks … pointing fingers are always on trigger… no switching required. BUT… there should be the option… the option to do other things. That could change the pace and add variety, but not give a serious advantage to those who use it.
Two questions implied when playing a first person shooter. How do I move? And how do i shoot.
If those end up being complicated … you don’t have people playing the game.
Which is why halo 5 has a big issue. Thrusting is necessary if you want to participate and not lose like crazy. Sprinting is necessary if you don’t want very very long cumbersome times traversing the map…
I’ll give you this much, people entering playing games kind of assume sprint is there … and kind of assume crouch Is there… and jump… and those aren’t really necessary technically speaking. But they are kind of the expectations. Do any of these break the philosophy I’ve been rambling about? They could… or they could not… depends on how they are implemented. If the game rewards crouching in the fashion that makes people who crouch as apposed to those who don’t win… you have an issue. Imagine if people who crouch simply get smaller hit boxes … everything else remained the same… issue… amiright? Imagine players jumping moved fast enough that made you a difficult target or jumped high enough that made you reach locations other players would otherwise not be able to reach…
or that hat you could sprint and travel the map faster … and out pace those who didn’t to critical locations on the map.
issues… you can resolve. It’s not black and white. And the removal of these features are not going to be received well. So what you do is make the game playable without them… then add them in a way that doesn’t give players a significant advantage yet makes players feel like they have More options and variety to play in game.
Even simple sound effects… animations … and playing around with field of view can be options that really inspire players to use them.
emoting is kind of something’s players expect too in shooter games … so what now… include emotes in halo infinite? Sure why not…
(lowering weapon, and inspecting weapon yes pls … everything else god no lol)
Doesn’t give you an advantage in gameplay… and you don’t have to use it.
Speaking of which… same with aiming down sights. Why not let player say look down the sight… and give 0 advantage to that. It just looks cool. And perhaps psychologically helps .
The options are good. The necessity for those options are … not great.