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> • Jetpack was one of the more skill intensive abilities, way more skill based than active Camo or any and I mean any equipment in Halo 3
That’s a low bar to cross, and not working in Jetpack’s favour, especially considering the impact it had on map traversal.
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> • Ordnance had some wacky RNG but does that make halo bad?
Depends on what you’re looking for.
Ordnance caused actual unpredictability and served extremely useful power ups to players anywhere on the map as long as they got points. Or, in cases, not so useful powerups.
The game could favour one team in one way or another, making the other team have to fight harder for the same rewards.
Matches could snowball with the right ordnance for one team.
I mean, a warthog and the gunner with a damage boost?
Or collaborating to get a SAW and a damage boost.
So, if you’re fine with the game randomly tipping the board in favour of one team, then no, it’s probably not making Halo bad.
However, wanting the game to be a stable platform on which you play against others without one team getting treated differently by the game, then random Ordnance does the game no favour, and thus, to those who want the stable platform, it makes Halo bad.
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> • Reach had sprint and no one made a bug fuss so why in halo 4 is it a fuss?
Yes, there was fuss about sprint in Reach, as there was fuss about Armor Lock and Armor Abilities in general.
Halo 4 is just more recent and easier to remember
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> So you like reducing. That is not how games work.
The AAA industry overall disagree with that.
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> The more halos the more features because if it was vice versa we would be playing cyber punk or Halo 3 which is one of the greatest of al time but I am sure 6 Halo 3s will get really boring.
Yet, a lot of features have been cut between games.
Just adding features does not work because you start complicating the game with high risks of inbalance.
Also, input. Halo 5’s controller felt extremely crowded. Dual wielding and armor abilities on top of that would’ve been too much.
Furthermore, there aren’t many who want a copy of Halo 3.
Few are against change overall, but many feel that Halo 4 etc took a bad turn. Deviating from Halo 3.
Heck, CS is some 20 years old and hasn’t seen much gameplay change, atleast not to the extent Halo has seen.
Even without looking at actual gameplay mechanics and features there’s a huge list of things to add to a game.
New weapons, grenades, vehicles and maps.
Then new enemies and allies.
Improved AI, more game modes ( Slayer, CTF etc), new gameplay modes ( Firefight, Warzone and so forth).
Then utilities such as Theatere and Forge which can see improvements and additions, even potentially seeing new utility modes.
Customisation is always something which can be improved.
Lastly, under-the-hood improvements are always made for all aspects of the game.
I feel like there’s a massive misconception floating around that games need to drastically change between iterations.
Yet we have games like CS, DotA, LoL, sports and racing games which remain insanely popular despite seeing little gameplay changes over longer periods of time.
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> I have an architect as I friend I sent that quote to and I found that is only used by minimalist, which is a very niche field. Let’s add so we can see what works and doesn’t and after adding enough we can synthesize this and start taking away
You do realise that any creative field does exactly that before the finished product?
During game development, they add, test, tweak and cut things.
Taking your architect friend as an example, does he design a building, get it built, add more, and then start removing once he feel things he added doesn’t work anymore?
Minimalist doesn’t work in this case either.
Because simple gameplay can be extremely rich, fulfilling and enjoyable, especially when it is in a game environment with a lot of content. At least I’m not seeing anyone asking for a 2 hour campaign, some three MP maps and two simple modes.