> 2533274804813082;5492:
> Indeed it is. Time to stop using games without sprint as a metric for comparison.
Because?
At the moment I can’t really think of a reason why other games can’t be used as a comparison to whatever is being thrown around with Halo + sprint.
Or is it just something which is exclusive to Halo and Sprint? And no other game.
> 2533274804813082;5492:
> Or other games as a metric for comparison. It’s really just the making for a poor comparison.
Because?
It’s quite bewildering when other games find success, staying out of the proverbial bucket list of “standard” mechanics.
Yet Halo, has for some unproven reason stay in that bucket.
> 2533274804813082;5492:
> DOOM? You mean the game that has dash evasion, double jump, clamber, and is a gamestyle centered around constant, rapid movement without the use of cover or gadgets (sorry, Equipment) that provides said cover? That DOOM?
I fail to see the relation with those mechanics, and sprint, which is what you chose to re-enter this thread with.
You think it’s a double-standard to dislike sprint in Halo, and use Doom as an example of a succesful sprint-less game?
Seeing as all those non-sprint related mechanics are in that game?
And with that logic, if I like nu-Doom, then I’d have to like sprint in Halo?
Is that what you’re trying to convey?
> 2533274804813082;5492:
> DOOM Eternal, which also has dash evasion, double jump, clamber, and a grapple hook akin to the grappleshot that we seen in Infinite, both iterations of DOOM having the same rapid-pace, adrenaline-driven gameplay and mechanics that are equivalent to Advanced Movement in Halo, and the divide between Halo 5 and Halo: CE which is comparable (poorly) to the divide between the original DOOM (which did have sprint, as well) and DOOM Eternal?
This is the same thing as the one above, you ditched sprint, and moved to complete advanced movement.
As for OG Doom’s “Sprint”.
I’d gladly use OG Doom’s “sprint” in Halo, as it was back then. If we were to have two loadouts in Halo Infinite.
One being the sprint we see now, and then one loadout with OG Doom’s sprint, both using the same BMS, and both using the same sprint speed. Which one do you think players would use the most?
> 2533274804813082;5492:
> Overwatch, a class-based MOBA game that does have characters with a Sprint ability?
Sprint is not an overarching ability for every character, at launch, if I’m not mistaken, they had, one character?
How many now? two? three? Out of how many characters?
> 2533274804813082;5492:
> Valorant, which after a very brief search has distinction between “walk” and “run” that’s achieved by a button press, and gives players the ability to walk by default and run with the press of a button, which is almost the exact same mechanic that Sprint in Halo is?
Doesn’t look like it.
Seems a lot like OG Doom’s “sprint”, but in Valorant, you produce sound which put you on the map.
There’s “run peeking” for instance, short strafes while running to not alert anyone on the radar.
No mention of removal of combat capabilities, or character abilities, no mention of reduced accuracy, no mention whatsoever about running affecting anything your character can do,
Is that the same mechanic as Halo’s?
> 2533274804813082;5492:
> I know for certain that we have had this discussion in the far past. Since then, I cannot tell you how many times while playing Halo: CE through Halo 3: ODST I and people I’m gaming with wish that we could Sprint toward our destination while on foot, even to shave off an extra five seconds. Without Sprint, many areas in those games become tedious and drawn out. I realize this is a matter of perspective and preference, but clearly there is an impact on gameplay enough to where the mechanic can be and is missed in its absence.
And I’m pretty sure I’ve given you this answer back then, if not to you, then others.
Any mission which is “long and tedious” are subject to two, or three different, aspects.
1: Conveying an emotion;
Designers wanting to make you feel something specific, will resort to specific methods of doing so.
We learn Halo rings are vast and open, then through the campaigns we lose allies, or have grand battles over large areas.
Being forced to trod through large sections are their intention in showcasing how big the ring really is, or, doing it alone, show us how small we are in the grand scale of things.
Chances are here quite high, that there’d be no time difference in traversing the area based on how it’s designed, depending on sprint is in or not. Because the idea is not to get through the area as fast as possible, but to give you a down time between action, have you reflect on the story, or give the game enough time to give story elements.
2: Over committing to the design;
Designers are people, they make errors, and those do enter the game.
So yes, a space can be somewhat larger than it needed to be, resulting in something not ideal for the situation.
That can be done wether or not sprint is present in the game.
Neither does human error on overscaling maps or areas, warrant an inclusion of sprint.
It is isolated areas, being patched with a game altering mechanic.
3: Player skill, or decisions;
Some sections provide vechiles, opting to not use them, as the game intended you to, is a decision you as a player make. You should be aware that the consequence is a much slower pacing.
Alternatively, losing these provided tools to traverse the map, but remaining alive, is down to you as a player. You face the consequences of your skill.
I also think it’s a force of habit.
Playing games for some period of time put you in a habit, certain inputs make certain actions, no matter which games you jump between.
BMS / Sprint could always be faster to shave of those extra seconds. Gears could have jumping for quicker traversal of obstacles.
Among Us could have a flashlight for when the power is saboutaged.
Jumping could be higher, but we got clamber.
And so on and so on.
Yes, it is also a preference thing, some people enjoy it, and I completely understand why.
You are doing something in the downtime, extra buttons to push, stuff happens on the screen, it is responsive.
It feels like you’re heading places.
And that’s perfectly fine.
But when you sit down and think about it, is it missed because it has a big enough impact?
Or, is it because it’s become so ingrained now, that, as i343 put it, “it’s expected”.
Sprint’s usability has been significanly reduced, both directly and indirectly.
How big of an impact can it still have which is desired, with all the measures taken to nerf it time and time again, directly and indirectly.
Halo does not require sprint, it doesn’t need it.
Yes, it is implemented, sure, Halo’s gameplay has changed.
Neither of those guarantee it’ll stay.
Tedious and drawn out areas are either there for a reason, or, it was a mistake by the designers.
Nothing says those tedious drawn out mistakes will occur in the next installment if the gameplay remained closely the same.
Halo’s gameplay changed, and why wouldn’t it be possible for it to change again, with sprint not present?