The return of classic movement mechanics?

> 2533274822068856;3680:
> The hate against Clamber really seems to be a hate of anything new.

We here again? Hate anything new?
A view I believe is derived only from seeing a few of the total posts made by people who feel certain ways regarding advanced movement? Am I correct?

I could easily turn your “hate anything new” the other way around.

The love for clamber really is in the way of anything truly new.
People claim nostalgia, see below, but are so far up in their own comfort zone they want old familiar things that eat development resources which could be used for something actually new, or, atleast not something worn out. Thus, sprint, clamber, whatever, is everywhere else and being in your comfort zone, you want it everywhere because dipping your toes in something else is frightening.

See how easy that was.
You’re taking the absense of new ideas in a thread about a specific subject on current features, not an ideas thread, as evidence that opponents of certain things are against all new things, and haven’t ever provided any ideas of their own.

> 2533274822068856;3680:
> If people are upset that Clamber can let people make a jump, they can remember that they can get 1 or 2 free shots into the player as they’re in the animation. Unless a player is very new to jumping in an FPS, it wouldn’t have to interfere with map design or gameplay, but does interfere with feelings of nostalgia, because it’s different.

Or we can remember that not all failed jumps happen when someone can shoot you.
And that perhaps it’s not about nostalgia, but that clamber lessens the skill of traversing the map, and make virtually every jump on every map have the same consequences for failing the initial jump if it was doable without clamber, that without clamber map designers were free to make the consequences of failing an individual jump as severe or light as they wanted, decreasing the variation of the experience.

It’s not about it being different, it’s about what the difference does for the gameplay.

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> > > Clamber should be less forgiving, possibly to the point it’s only useful as a way to catch yourself.
> >
> > Great plan: retain everything people hate about Clamber while removing everything that makes it fun so that no one will miss it when it gets removed in the first patch. Very clever.
>
> The hate against Clamber really seems to be a hate of anything new. If map designers don’t want a player getting up a ledge using Clamber, the ledge itself can be altered to not allow it. This part of this video explains things clearly: Halo 5 | Clamber & Crouch-Jump Synergy - YouTube Now, using the knowledge shown in the provided video, you know maps can be designed to block Clamber where it isn’t good for map control. It would end up being something that’s there as an option. If people are upset that Clamber can let people make a jump, they can remember that they can get 1 or 2 free shots into the player as they’re in the animation. Unless a player is very new to jumping in an FPS, it wouldn’t have to interfere with map design or gameplay, but does interfere with feelings of nostalgia, because it’s different.

A well designed movement mechanic encourages usage. It feels empowering and engaging to the player. It has a purpose that encourages the player to use it over other alternatives. It enables tactics that wouldn’t be possible without it, opening up new opportunities for level design. Good level design ensures that these opportunities are realized as often as is feasible. It is such an integral part of the game’s DNA that it would be hard to see how the game could work without it, nor would players want to because it is so much fun.

> 2533274825830455;3683:
> > 2533274822068856;3680:
> > > 2533274825830455;3679:
> > > > 2533274822068856;3678:
> > > > Clamber should be less forgiving, possibly to the point it’s only useful as a way to catch yourself.
> > >
> > > Great plan: retain everything people hate about Clamber while removing everything that makes it fun so that no one will miss it when it gets removed in the first patch. Very clever.
> >
> > The hate against Clamber really seems to be a hate of anything new. If map designers don’t want a player getting up a ledge using Clamber, the ledge itself can be altered to not allow it. This part of this video explains things clearly: Halo 5 | Clamber & Crouch-Jump Synergy - YouTube Now, using the knowledge shown in the provided video, you know maps can be designed to block Clamber where it isn’t good for map control. It would end up being something that’s there as an option. If people are upset that Clamber can let people make a jump, they can remember that they can get 1 or 2 free shots into the player as they’re in the animation. Unless a player is very new to jumping in an FPS, it wouldn’t have to interfere with map design or gameplay, but does interfere with feelings of nostalgia, because it’s different.
>
> A well designed movement mechanic encourages usage. It feels empowering and engaging to the player. It has a purpose that encourages the player to use it over other alternatives. It enables tactics that wouldn’t be possible without it, opening up new opportunities for level design. Good level design ensures that these opportunities are realized as often as is feasible. It is such an integral part of the game’s DNA that it would be hard to see how the game could work without it, nor would players want to because it is so much fun.

I suppose the Halo CE campaign is not a very good Halo game in your opinion, because Jumping is rarely necessary or encouraged in it? Or is Jumping a bad mechanic in it? And not being seen when you don’t make a jump doesn’t seem to matter very much to anyone other than the person who didn’t make a jump they’re supposed to be able to make. You’re STILL rewarded with more efficient map traversal if you make a jump without using Clamber, because you wouldn’t be slowed down by the animation. If you would open your minds and be more logical, you’d see that the base concept for Clamber doesn’t have to interfere with Classic style gameplay. You would still be able to clamber in many areas, just like how you can jump in many areas. Maybe in some open areas, you would be able to use it, but you would still be very visible if you chose to use it. There would be an element of predictable tactical analyzation of the battlefield in such a scenario. It would be an optional, unobtrusive movement option. At this point, you’re arguing against something purely because you, personally, don’t think you would use it. This is not a fair overall approach to game design.

> 2533274822068856;3684:
> I suppose the Halo CE campaign is not a very good Halo game in your opinion, because Jumping is rarely necessary or encouraged in it?

Not CE specifically, but you’d be happy to know that one of my top criticism for classic Halo in general is that Bungie never used the full potential of the movement sandbox.Indeed, the movement on most levels, campaign or multiplayer, is quite uninspired.

> 2533274822068856;3684:
> Or is Jumping a bad mechanic in it?

Obviously not. It is inherently a fun mechanic that is so captivating that players go out of their way to find interesting uses for it. A whole community of trick jumpers was built around finding the most ridiculous jumps in environments that were not at all conducive to it. Just today I was speedrunning The Package in Reach, and used a number of ingenious and precise jumps (by no means of my own invention) to circumvent sections of the level.

There are always two parts to designing a mechanic. First is making the mechanic intrinsically engaging, so that the player seeks opportunities to use it. Second is giving as many of those opportunities as is reasonable. Failing at the second doesn’t mean that the mechanic is bad, or even that it’s implementation is bad. It just means that there’s more work to be done. It’s just that if you’re actively working against that, you’re doing something very wrong.

> 2533274822068856;3684:
> And not being seen when you don’t make a jump doesn’t seem to matter very much to anyone other than the person who didn’t make a jump they’re supposed to be able to make. You’re STILL rewarded with more efficient map traversal if you make a jump without using Clamber, because you wouldn’t be slowed down by the animation. If you would open your minds and be more logical, you’d see that the base concept for Clamber doesn’t have to interfere with Classic style gameplay.

If you would be less prejudiced, you would see that I’m not trying to claim that the basic concept of Clamber is fundamentally a bad mechanic, just that your idea of how to deal with it is. There is indeed a way to retain the basic concept of Clamber in a way that doesn’t interfere with (my idea of) classic gameplay. That is, as I have suggested earlier, to simply do away with locking the player to a first person animation. Every ledge would simply have a virtual box surrounding it that lifts the player above the ledge if they land anywhere inside the box. The first person animation might show the character quickly giving themselves a boost with one hand, but the player would be free to shoot during the animation, and throwing a grenade, turning enough, or doing anything that is not congruous with the animation would simply interrupt the animation while retaining the vertical momentum.This retains the basic purpose of Clamber, which is to help players up ledges. It is more engaging than the Halo 5 Clamber since it doesn’t interrupt combat flow. For the same reason, it is also compatible with the weapons-up philosophy that is at the core of classic Halo.

It doesn’t punish the player for failing to jump precisely. But that is the cost of having a ledge climb mechanic that is engaging and compatible with classic gameplay.

A more different alternative for Clamber is a simple double jump. It accomplishes the same task as Clamber, but would probably be slightly more comfortable to classic fans. This of course comes at the expense that it still leaves opportunities of someone failing a really long jump because their foot caught on a ledge, which would make it less desirable for fans of Clamber.

> 2533274822068856;3684:
> At this point, you’re arguing against something purely because you, personally, don’t think you would use it.

Not really. I’m arguing against something based on what I think I understand about player psychology and game design. The reasons I’m fairly confident in it is that the principles I laid out are demonstrated in many successful games, and because I’ve read and heard similar sentiments by game designers who presumably understand more about this than either of us does. (I’m pretty sure the expression “empowering the player” I first read in a Jason Jones interview and it stuck with me.) Obviously, there is I a great deal of personal bias regarding what I find engaging and such. But since players generally dislike long animations that take away control (e.g., QTEs), you’ll have to find a lot of people with a differing opinion to make me change my mind about this personal preference being generally applicable.

It’d be stupid to pretend to be completely objective, but thinking I’m going solely by personal preference is equally erroneous.

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> > > 2533274822068856;3680:
> > > > 2533274825830455;3679:
> > > > > 2533274822068856;3678:
> > > > > Clamber should be less forgiving, possibly to the point it’s only useful as a way to catch yourself.
> > > >
> > > > Great plan: retain everything people hate about Clamber while removing everything that makes it fun so that no one will miss it when it gets removed in the first patch. Very clever.
>
> You’re STILL rewarded with more efficient map traversal if you make a jump without using Clamber, because you wouldn’t be slowed down by the animation. If you would open your minds and be more logical, you’d see that the base concept for Clamber doesn’t have to interfere with Classic style gameplay. You would still be able to clamber in many areas, just like how you can jump in many areas. Maybe in some open areas, you would be able to use it, but you would still be very visible if you chose to use it. There would be an element of predictable tactical analyzation of the battlefield in such a scenario. It would be an optional, unobtrusive movement option. At this point, you’re arguing against something purely because you, personally, don’t think you would use it. This is not a fair overall approach to game design.

Keep in mind i’m not arguing exactly along the same line as Tsassi so take this comment as separate to that.

Halo 5s maps are poor, one major aspect is how flat the maps are, verticality in maps allows for more skill due to the additional leverage and advantages it provides. Clamber can help make jumps that you could never make as clamber starts below where a foot would land. To take the suggestion that it would not activate unless that condition was met (clamber activates only when at the height of jump clearance) you are left with 2 opinions. Those that think the ease of use is more beneficial than the skill of the jump and those that believe clamber provides an unnecessary aid to players.

For vertical maps (say like Damnation, Lockout, Construct or Countdown) missing a jump is a big factor of the game (a factor on all maps regardless). Having hazards and pitfalls is a part of the fun, something to overcome, practice and control. It is not optional if the alternative is missing the jump, if presented with the options ‘succeed’ and ‘failure’ no one would actively choose failure. I don’t believe it would need to interfere with classic gameplay to criticise the effectiveness of the mechanic. What rationale is clamber being included? If it is just to expand on movement tools in Halo then why include something that purely acts as a buffer to a failed jump, a double jump or wall kick would be more beneficial to gameplay at that point, it offers more gameplay depth. The sole purpose of clamber is to make jumps that shouldn’t of been made, it adds no additional depth to gameplay beyond that. I don’t believe it streamlines the game or modernises it, it is just a buffer. Despite the simplicity of Halos movement, or possibly because of its simplicity i don’t think it’s wise to remove or inhibit the possibility of failure.

Even though suggestions aren’t a requirement of this thread i would like to think my posts in the previous 3-4 pages, as well as scattered throughout this thread mention the direction it should take. Charge and slide are silly no real case needs to be made, sprint and clamber are more contentious and has a reasoned argument against their addition. To re-iterate Halo maps need to become more vertical and asymmetric again, and the weapon/item sandbox, as well as map features should add more complexity and depth to map movement. Not just movement mechanics but movement decision making and movement execution. They are quick solutions, sprint changes the style of combat a lot, and clamber even when fixed simply bubble wraps movement, there are better alternatives for both.

The suggestion to slow the animation down is balancing by making it less fun, no-one enjoys tedium and clamber is used often. Same goes for balancing sprint in H5 by stopping / slowing sprint when shot, the base issues of sprint remain unresolved, it’s a bandaid fix. Good mechanics shouldn’t need multiple designed drawbacks to work within the game. Jetpack is mentioned often, Reach jetpack was great because it was strong, the issue is that players had it on spawn and it broke maps. The H4 jetpack was worthless and it not being strong undermined the point of its inclusion. The anti-H5 mechanics crowd have pointed out alternatives multiple times, i have done so in the paragraph above.

The typical characterisations of wanting an H3 clone or sludge movement because people are critical of sprint and clamber is a strawman (not aimed at you, more a general statement of why this thread has 185 pages, reductive reasoning then defensive replies).

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> >

I feel we’re finally holding a conversation now. In your idea for a revised Clamber, you say “Every ledge would simply have a virtual box surrounding it that lifts the player above the ledge if they land anywhere inside the box.”. I assume you mean the player would have to input a button press to activate this mechanic, yes? Because forcing the player to do so every single time they’re in that virtual box, would take away from their ability to control the character.

My idea was more along the lines of designing maps to allow or disallow a reworked Clamber on certain ledges, by making some of them sloped. Forcing the player to put their weapons down wouldn’t be necessary. Although, a first person animation should be included to help the player know exactly what they’re doing. Visual feedback is important. Disabling the ability to throw Grenades for a split second would likely have to happen. The change to Clamber itself would be less vertical distance. The player model’s armpits would have to be above the ledge for it to work. But now that I think about it even more, that sloped ledge idea would clash with quite a lot of the Human and Covenant artistic/architectural design. Although I like the actual feel of being able to pull myself up a ledge, due to the strange artistic alterations it would have to involve, I’m not so sure about the change I have in mind.

Then you mention a Double Jump, which never really crossed my mind for some reason. I feel dumb for not remembering this simple mechanic that many games gave. Wait. I posted a link to an image I made a little while back (https://i.imgur.com/0oODZ6r.png) that’s exactly what a Double Jump could accomplish. The difference is that a Double Jump could be used everywhere, and not just near ledges. Now I feel twice as dumb for practically talking about a Double Jump, without even knowing it. Anyway… a small vertical boost using the thrusters on the armor could totally be the answer. 1. You would always have your weapons up and available. 2. You wouldn’t have to slow down, which helps you retain a steady pace. (Something I personally find to be the most important and enjoyable aspect of Halo’s gameplay). 3. Crouch Jumping would still be valuable for that tiny extra distance, which would make it feel familiar to people who care a lot about that sort of thing. But what could the possible downsides to this mechanic be? More verticality in map design? Is that necessarily a bad thing on its own?

To be honnest I dont think I will play Halo Infinite Multiplayer that much if we can’t run (which has become a key element of gameplay in EVERY FPS type game since Half Life 2, Crysis 2, etc)

The only things I didn’t like in Halo 5 were its campaign intro cinematic (spartans snowboarding on Elites’ bodies through Wraith being torn appart everywhere -that was “too much” ) , its linearity, audio mixing (unhearable voices) and the resurrection system.
I had absolutly nothing to say about gameplay (including running, edge grab, thrusting) which I found simply perfect on a gameplay point of view and I dont want to go back in Turok’s era regarding gameplay)

Just stop guys clamber and sprint are part of the modern fps. How in the world is halo suppose to be the future of fps and still people want it to play like a game from 2007 ? I mean this is just getting to ridiculous a new game means progression. Master chief is a super soldier yet we dont to be able to run or climb whats next a world where spiderman doesn’t have webs or super strength lol yall kill me

> 2533274822068856;3687:
> I feel we’re finally holding a conversation now. In your idea for a revised Clamber, you say “Every ledge would simply have a virtual box surrounding it that lifts the player above the ledge if they land anywhere inside the box.”. I assume you mean the player would have to input a button press to activate this mechanic, yes? Because forcing the player to do so every single time they’re in that virtual box, would take away from their ability to control the character.

Whatever works best. I think there are situations where the player wouldn’t want to climb up the ledge, so it might be that the player would need to hold the jump button to climb.

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> Disabling the ability to throw Grenades for a split second would likely have to happen.

Would it? The worst thing that could happen it would make the transition animation look a bit janky. Mechanically, there is no reason why transporting the player over a ledge would have to interfere with anything but their movement.

> 2533274822068856;3687:
> But what could the possible downsides to this mechanic be? More verticality in map design? Is that necessarily a bad thing on its own?

As I already noted, fans of Clamber might not like the fact that after you have already done a double jumo, you can’t climb up the ledge if you’re still short of completing the jump. Combining it with any variation of Clamber would give players even more jump distance.

The obvious donwsides aare the same as Clamber: more distance to jumps and shorter jumps becoming easier. The problem isn’t the absolute jump distance per se, but its size relative to the player movement speed. Gaps that can’t be jumped require certain amount of space, which puts limits on design of small maps. For example, the design of Coliseum is mostly determined by how large the central gap needs to so that players can’t easily jump from base to base. if you gave players more jump distance without giving them more speed, you’d have to elongate the map and make transit times longer. The alternative is that you don’t care and just allow players to go anywhere, which can make for very chaotic map flow.

> 2535433195140379;3688:
> To be honnest I dont think I will play Halo Infinite Multiplayer that much if we can’t run (which has become a key element of gameplay in EVERY FPS type game since Half Life 2, Crysis 2, etc)
>
> The only things I didn’t like in Halo 5 were its campaign intro cinematic (spartans snowboarding on Elites’ bodies through Wraith being torn appart everywhere -that was “too much” ) , its linearity, audio mixing (unhearable voices) and the resurrection system.
> I had absolutly nothing to say about gameplay (including running, edge grab, thrusting) which I found simply perfect on a gameplay point of view and I dont want to go back in Turok’s era regarding gameplay)

CSGO is the most popular shooter right now and doesn’t have sprint, Valorant is a CSGO-esque game and doesn’t have it either. Fortnite has sprint but is far slower than Halo, R6 Siege has it but it’s hardly used, Overwatch has 1 character that uses it. The most popular shooters right now either don’t have it and those that do are usually battle royale games that play slower than classic Halo BTB. Complex movement doesn’t have to be tied to sprint.

> 2533274794139417;3689:
> Just stop guys clamber and sprint are part of the modern fps. How in the world is halo suppose to be the future of fps and still people want it to play like a game from 2007 ? I mean this is just getting to ridiculous a new game means progression. Master chief is a super soldier yet we dont to be able to run or climb whats next a world where spiderman doesn’t have webs or super strength lol yall kill me

Games that had sprint and clamber were already a thing in 2007. Master chief should be able to go prone, that’s a modern mechanic used in many shooter games. Master chief should be able to shoot while running also, or change direction quickly rather than veering slightly while sprinting. The future of FPS was Titanfall during Halo 5s release, that’s changed hasn’t it? Where’s Titanfall now? Dead. Advanced warfare? Dead. Crysis? Dead. Advanced movement in games and ‘twitch’ shooters in general? Dead. You can’t predict the future of fps, it changes.

> 2533274794139417;3689:
> Just stop guys clamber and sprint are part of the modern fps.

Where have I heard something similar before? Ah, yes:

“All of the other shooters do custom loadouts now, gamers expect it to be there as it is a modern standard amongst fps games.”
Some guy, 2013

> 2533274836395701;3691:
> CSGO is the most popular shooter right now and doesn’t have sprint

Minor nitpick but can you source that? Everything I’ve seen has Fortnite as far more popular:

If this isn’t Classic Halo then I’m not buying it and the bottom line nobody will play it if its not fun. It will be a repeat of Halo 4 and 5 where people play it but nobody talks about it because its so boring to play.

Bring back Halo core movement, remove Sprint - Being able to almost die and run away breaks Halo. If you think that is balanced gameplay then my god…

But it doesn’t matter what I say… I bought Halo 1, 2 & 3 on launch day… MS and 343 only care about streamers, Fortnite, and COD fans because those are the games with the most numbers.

Halo Infinite will either be classic Halo or Halo 5.2.5 and the game will fail and MS will hire Bungie to create a new Halo.

> 2535449076192416;1:
> In my opinion, this game has a really high chance of bringing back the classic gameplay so many old Halo fans have adored! I am so pumped for this!
>
> EDIT: A few things that have already been thoroughly discussed in favor of the removal of sprint, as said by commenters in this thread.
>
> 1. Just because sprint is not present does not mean the game is going to be slow. There are many ways to give the player a feeling of speed without the inclusion of sprint, such as higher field of view, smaller maps, or just an increase in the base movement speed.
> In terms of BTB-sized maps, the designers could be encouraged to implement more creative ways to traverse the map on foot, like the previously used teleporters, man-cannons, speed boosts, and vehicles, making each map far more unique than if they were all wide-open plains you simply run across to reach your destination. Sprint is arguably the laziest and least entertaining form of map traversal.
>
> 2. You can’t just split the game in half, with one ‘modern’ side that has enhanced mobility and a ‘classic’ side that does not. the difference between the two are far too large to reuse any assets, there would have to be separate maps, extensively tweaked weapons and enemies, and much more. The massive differences essentially create two games in one, and 343 would not be able to support either side enough to satisfy both.
> That being said, you also can’t create a game around Spartan Abilities and then provide a little playlist that just doesn’t have them. The balancing of the game around the enhanced movement will not flow smoothly if they just removed the abilities, when explosion radii are balanced around players thrusting out of the way, and tracking weapons to more strongly track to counter constant movement.

Amen, if they make Halo Infinite, Halo 5.25 then the game will fail! I want Classic Halo. 343 Hire me and I’ll create a Halo everyone will love.

> 2533274836395701;3691:
> > 2535433195140379;3688:
> > To be honnest I dont think I will play Halo Infinite Multiplayer that much if we can’t run (which has become a key element of gameplay in EVERY FPS type game since Half Life 2, Crysis 2, etc)
> >
> > The only things I didn’t like in Halo 5 were its campaign intro cinematic (spartans snowboarding on Elites’ bodies through Wraith being torn appart everywhere -that was “too much” ) , its linearity, audio mixing (unhearable voices) and the resurrection system.
> > I had absolutly nothing to say about gameplay (including running, edge grab, thrusting) which I found simply perfect on a gameplay point of view and I dont want to go back in Turok’s era regarding gameplay)
>
> CSGO is the most popular shooter right now and doesn’t have sprint, Valorant is a CSGO-esque game and doesn’t have it either. Fortnite has sprint but is far slower than Halo, R6 Siege has it but it’s hardly used, Overwatch has 1 character that uses it. The most popular shooters right now either don’t have it and those that do are usually battle royale games that play slower than classic Halo BTB. Complex movement doesn’t have to be tied to sprint.
>
>
> > 2533274794139417;3689:
> > Just stop guys clamber and sprint are part of the modern fps. How in the world is halo suppose to be the future of fps and still people want it to play like a game from 2007 ? I mean this is just getting to ridiculous a new game means progression. Master chief is a super soldier yet we dont to be able to run or climb whats next a world where spiderman doesn’t have webs or super strength lol yall kill me
>
> Games that had sprint and clamber were already a thing in 2007. Master chief should be able to go prone, that’s a modern mechanic used in many shooter games. Master chief should be able to shoot while running also, or change direction quickly rather than veering slightly while sprinting. The future of FPS was Titanfall during Halo 5s release, that’s changed hasn’t it? Where’s Titanfall now? Dead. Advanced warfare? Dead. Crysis? Dead. Advanced movement in games and ‘twitch’ shooters in general? Dead. You can’t predict the future of fps’s, it changes.

It’s crazy how once Titanfall came out everyone was like, “Damn this movement is crazy good!”, but everyone stopped playing after like a month. Same thing with Titanfall 2. Titanfall became the gold standard for movement in “modern” fps’s for a short time. Despite having no success at keeping a high population itself. Everyone had to have it, then the market got over-saturated on gimmick movement mechanics. I personally believe Titanfall put us into an fps dark age, because no one was innovating and every game felt the same.

> 2533274838868893;3696:
> It’s crazy how once Titanfall came out everyone was like, “Damn this movement is crazy good!”, but everyone stopped playing after like a month. Same thing with Titanfall 2. Titanfall became the gold standard for movement in “modern” fps’s for a short time. Despite having no success at keeping a high population itself. Everyone had to have it, then the market got over-saturated on gimmick movement mechanics. I personally believe Titanfall put us into an fps dark age, because no one was innovating and every game felt the same.

I’m kind of inclined to believe that having crazy movement mechanics, and wanting to have them actually useful, makes maps bland.
If you can move to almost everywhere on the map, it becomes boring as almost every map become the same thing.

> 2533274795123910;3697:
> > 2533274838868893;3696:
> > It’s crazy how once Titanfall came out everyone was like, “Damn this movement is crazy good!”, but everyone stopped playing after like a month. Same thing with Titanfall 2. Titanfall became the gold standard for movement in “modern” fps’s for a short time. Despite having no success at keeping a high population itself. Everyone had to have it, then the market got over-saturated on gimmick movement mechanics. I personally believe Titanfall put us into an fps dark age, because no one was innovating and every game felt the same.
>
> I’m kind of inclined to believe that having crazy movement mechanics, and wanting to have them actually useful, makes maps bland.
> If you can move to almost everywhere on the map, it becomes boring as almost every map become the same thing.

I think this only happens if there’s almost no risk for failure. I’m sure there is a way to make maps for advanced movement more interesting, we just haven’t really found a good base for one yet.

> 2533274794139417;3689:
> Just stop guys clamber and sprint are part of the modern fps. How in the world is halo suppose to be the future of fps and still people want it to play like a game from 2007 ? I mean this is just getting to ridiculous a new game means progression. Master chief is a super soldier yet we dont to be able to run or climb whats next a world where spiderman doesn’t have webs or super strength lol yall kill me

I dislike using lore as an argument for gameplay, because I can easily say Master chief is a super soldier who should also be able to run and shoot at the same time.

> 2533274838868893;3698:
> > 2533274795123910;3697:
> > > 2533274838868893;3696:
> > > I’m sure there is a way to make maps for advanced movement more interesting, we just haven’t really found a good base for one yet.

I’m sorry to jump in here, but I think Halo 5 did exactly that. For instance ShyWay is still discovering and posting new jumps in Halo 5 as of 2 weeks ago: Eden NEW META Jumps and Movement - YouTube

I think a good chunk of Halo fans aren’t aware of map design and the advanced movement possibilities in Halo 5 because they turned away from it early.

> 2533274838868893;3698:
> > 2533274795123910;3697:
> > > 2533274838868893;3696:
> > > It’s crazy how once Titanfall came out everyone was like, “Damn this movement is crazy good!”, but everyone stopped playing after like a month. Same thing with Titanfall 2. Titanfall became the gold standard for movement in “modern” fps’s for a short time. Despite having no success at keeping a high population itself. Everyone had to have it, then the market got over-saturated on gimmick movement mechanics. I personally believe Titanfall put us into an fps dark age, because no one was innovating and every game felt the same.
> >
> > I’m kind of inclined to believe that having crazy movement mechanics, and wanting to have them actually useful, makes maps bland.
> > If you can move to almost everywhere on the map, it becomes boring as almost every map become the same thing.
>
> I think this only happens if there’s almost no risk for failure. I’m sure there is a way to make maps for advanced movement more interesting, we just haven’t really found a good base for one yet.

It wasn’t really risk I was looking for, it was more areas players can’t access, or move over.
Maps are in my opinion far more appealing when it’s maze-like. Walls blocking sight and movement, chasm which divide the map and can’t be crossed over.
Truth? It felt like I could access any area, from anywhere on the map with ease using the mechanics provided.