> 2533274960522892;4045:
> My prediction is that all arena/ranked game types will have classic movement/gameplay.
>
> I think that the next evolution of warzone is where will see some modern/advanced movement and gameplay features. It’s also where we will see weapon customisation and I think loadouts may even return in some shape or form but I do think it’s unlikely. We have to remember that they will be catering A LOT of new players and while I don’t think Halo Infinite will lose its identity to pander to these new players, I feel it may need to adopt a few industry trends to keep the transition for new players smooth.
>
> I will end on this, I do not think we are ready for the scale of this new warzone game type.
That leads to an even bigger divide, as gameplay isn’t uniform across the default modes, and players who like one aspect, may not feel at home where those aspects are located in the game.
Someone might enjoy warzone as a concept but dislike its mechanics, while someone else may want to not play Warzone, but isn’t content with the mechanics in Arena / Ranked.
That’s the reason why Halo 5 had all mechanics enabled in all modes when it launched.
> 2533274814945686;4039:
> Actually very well said here. From the perspective you have expressed here I agree that apartan abilities are not needed. However what are your thoughts in sprint though? Shouldn’t a soldier be able to hustle ? I believe there can be a different argument made along similar lines to what you have made against armor abilities. Id imagine it would go along the lines of “spartans are combat hardened soldiers who remain focused and calm even admist the hazards and dangers that they are immersed in.”
First things first, as different people interpret things in a wide variety of ways, the discussion regarding immersion, realism and illusion, is to me a soggy area.
See, when it’s said that the “illusion is real”, I find that the game is the illusion, but they’ve managed to make it in such a way that it is believable, that it is “real”, and that’s the “immersion” part of it. Immersion itself is a tricky subject, but talked about a lot.
So, in lack of better words, immersion is the game’s ability to pull you into the game world. One explanation I’ve come across is that an immersive game is one where the rules in the game itself are consistent, and that the rules of the game are fun. I mean, I think it was Breath of the Wild which was notorious for a bad weapon durability system, and while it was consistent in that ruling, it wasn’t a fun mechanic.
Realism in itself is not needed for immersion, not in the slightest, I’ve been fairly immersed in games like Sacrifice and Giants: Citizen Kabuto, and those are quite unrealistic.
The only thing needed is a believable universe, be it technology, magic, stone age or whatever setting, the universe need to be set up in such a manner that whatever happens on the screen is believable for the universe it’s set in. Suddenly introducing a hooded Brute doing hand signs with shiny orbs and out of nowhere light discs would break the set up lore of Halo, magic. It has not been present in Halo at all, sure, we’ve got “tech-magic” from Forerunners, but that has some sort of advanced technology behind it.
And as soon as we’d see a Warlock Brute slinging spells, our first reaction would probably be that it has some Tech on it to make whatever it’s doing possible, because that’s how the universe is built, but upon learning it’s some Eldritch force not requiring technology, it risks bringing the immersion down, and pull us out of the game.
So, the question “Shouldn’t a soldier be able to hustle ?” Is in my eyes, a completely irrelevant question, because i343 can make Spartans in Halo believable as capable soldiers without them being able to “hustle”, creating an immersive game without sprint.
It is not a question about what we can do, what we think should be possible. It’s what i343 manages to make us believe is possible in the Halo universe, and how well they succeed in providing us with a consistent set of rules, story, visuals and audio.
> 2533274814945686;4048:
> I think we are probablh on the same page when it comes ot the design philosophy of halo, with a combination of realistic elements and gameplay elements. But id argue that not having sprint creates other gameplay pitfalls previous halos have also suffered from. When playing previous halos, any spaces which were wide open were rendered unusable or very risky. You are exposed, and it takes a while to traverse them. One could argue map design can fix that, you dont have to include sprint to fix it… but then map developers have to design maps in such a manner that those kind of spaces dont exist. This significantly limits how the game is played, and I think you would agree, limits arent exaclty what people argue for when they say they want the classic gameplay mechanics.
I fail to see how wide open areas would be any less risky with sprint.
Then again, that’s kind of the beauty with map design and the very popular “risk / reward” which comes up time and again for sprint as a mechanic.
An open area can present a significant reward at a high risk, eliminating sprint does not render such areas unusable in the slightest.
We’ve got vehicles, and adding cover and smaller structures to open areas aren’t that difficult.
Furthermore, if these areas are unusable, why shouldn’t future maps be designed to not have those spaces?
Limiting the player is kind of what the maps are there to do, some of the more popular smaller maps like Lockout, Midship and Ascension, are kind of maze-like in their design. You are limited in your choice of paths you can actually move one. Bigger popular maps featured vehicles, and man cannons.
These abilites, sprint, clamber and so forth, aren’t really enabling any playstyle that wasn’t possible before by being an addition to take into account with map design.
Not to mention, not every map can, or should for that matter in my opinion, accomodate a lot of playstyles. It’s entirely possible that’s the case for Halo 5, and from memory, I feel like a lot of those multiplayer maps echo some resemblance or similarity of Midship / Truth, despite not being remixes, as I seem to recall a lot of map variation in Halo CE, far more so than more recent games.