> 2533274804813082;5506:
> Plainly because those games aren’t Halo. They have distinctly different themes, playstyles, and combat ideologies. Were the argument about Halo becoming something else, they would be apt. But that’s not the argument, so how DOOM or Overwatch does things is largely irrelevant.
I have a memory of you saying Halo gameplay has changed.
Changing is altering something in order to turn it into something else.
Using Doom, Overwatch and whatnot as games finding success without sprint, is perdectly fine. Because it’s not an argument in turning Halo into any of those.
> 2533274804813082;5506:
> I think it’s a double standard to vie for a return to “Classic Movement”, criticize and shun “Advanced Movement” in Halo, and then use games that have Advanced Movement out the gills as a comparison to how a game can “succeed” without a single mechanic of said Advanced Movement. You’re free, of course, to like and dislike whatever you want, but that doesn’t justify comparing a Doritos Locos taco to a three-layer nacho supreme just because one doesn’t have Cool Ranch tortilla.
Quite the over-simplification, and assumption, that shunning sprint, means shunning every single part of Advanced Movement.
> 2533274804813082;5506:
> While it’s been a while, I do remember clambering, thrusters, and the various Spartan Abilities also being argued against in this thread. The inclusion of Advanced Movement in total is not a new angle, it’s one you’ve simply bypassed to focus on Sprint.
You came back into this thread, and the focus you took was sprint.
Overall Advanced Movement didn’t come into the picture until you brought it up, when you didn’t feel like including any games at all into the discussion.
> 2533274804813082;5506:
> So you’d be in favor of pressing a button to move faster than BMS? A worse mechanic, actually, as you had to hold down the SHIFT key to do so, rather than have it toggle.
Later releases of OG Doom had it toggable, even early on if I’m not mistaken.
Quality of life update, but the mechanic remains the same.
> 2533274804813082;5506:
> And if this is the case then one of the arguments against Sprint (that it only makes players “feel” like they’re going faster) utilizes the exact same function. Conveying an emotion and sense of urgency and rapid movement, both intrinsic to a Spartan experience.
Easily substituted through other means.
Poor way of avoiding the point of vast open spaces and their emotional impact though.
> 2533274804813082;5506:
> A design error that is mitigated by the inclusion of a circumstantial and brief Sprint mechanic, to be utilized in such instances while retaining a more consistent BMS in better structured or close-quarters areas. Which would be a problem if the BMS was increased to, say, 125%.
You don’t bandage the entire body if you cut your hand.
Neither do you do it before you’ve been cut.
> 2533274804813082;5506:
> And others don’t. Perhaps the player’s vehicle was destroyed. Either way, having a baseline ability to briefly increase movement allows for such circumstantial situations to not be as tedious, which can at worst-case completely spoil the feel and flow of a game. It’s all fun until you have to trudge 500 meters to the next objective with absolutely no vehicle made available to you.
Yes, minesweeper would indeed be a far better game with an undo button.
You mess up, you mess up.
> 2533274804813082;5506:
> Yes.
So, what you get out of sprint at this point is:
The emotion of speed and urgency. That’s basically it.
-Escapability is reduced due to stopping power and shield-recharge stop.
-Omni-manouverability reduced.
-Delta between BMS and Sprint was reduced after the beta, meaning the difference between BMS and Sprint is lower than it was before.
-Map scaling and map design choices take sprint speed into account, resulting in a net travel time as seen in previous sprint-less games.
-Combat abilities severely reduced, I’d say eliminated entirely but some do like to count Spartan Charge in, even though it’s arbitrarily just tacked onto sprint, as it’d be entirely possible to have Spartan Charge with no sprint.
And all of those, are “totally worth it”.
> 2533274804813082;5506:
> Halo doesn’t require a lot of things that it has; this isn’t an argument. Halo didn’t need a grapplehook, but there it is. It didn’t need bubble shields, gravity lifts, or Sentinel turrets, but there they were in Halo 3. Saying what Halo requires or needs adds just one more unnecessary layer to what is increasingly becoming an argument centered on Opinions.
Exactly, yet.
> 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.
Here we are, with that justification for its inclusion.
It’s “needed” for tedious parts of the game.
It’s “needed” to shave of seconds.
It’s “needed” to convey some emotions.
It’s “needed” to bandaid earlier game specific issues.
> 2533274804813082;5506:
> If you want to hold to the hope that in some future game Sprint will be removed then you do you. But with a majority of Halo games having Sprint, and with it being a constant core function since 2010, I’d say chances of that are slim.
Oh you.
I do not count on i343, or whatever studio may at some point continue with Halo, to ever remove sprint, I sure hope it’s removed, but I don’t count on it.
Interesting thought though, because it’s been a “core functions” for 10 years, and longer with Infinite, that’d it’d be safe from removal, when the gameplay undoubtedly change at some point again, depending on what kind of gameplay the developers are aiming for.