> 2779900484279609;1819:
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> > > 2533274801176260;1817:
> > > You just admitted to the definiton being incomplete.
> >
> > In battlefront’s case, it doesn’t even matter. It’s a class based loadout shooter. My definition doesn’t need to change to exclude battlefront.
> >
> > The only real point of substance in your post is the quake player models, and I already told you I disagree with you that the different models negates a design of even player starts. It’s not the same as Invasion, where elites had different abilities etc than spartans (and the entire game mode was asymmetrical objective).
> >
> > The rest of your post is pure “no true scotsman” at its best… You’re just asserting “halo can’t be a true arena shooter because [arbitrary reason]”.
> >
> > This whole discussion is off topic anyway.
>
> I applaud your patience, Primus. I would have lost mine a long time ago. Most of the arguments I’ve seen lately end up devolving into semantics and don’t help the overall cause here, trying to get classic movement mechanics back. Whatever is being said, Halo was an arena shooter at the most basic level. I don’t understand how that is even being argued.
>
> Halo has lost popularity, it isn’t fun anymore for loads of players who used to love the series, and sprint and the other mechanics added to it have devalued the importance of the arena shooter tactics and strategy Halo chose to incorporate from their inception.
I feel like I’ve had nine years of patience on discussions like this. They’ve been going on for a long time. I still love this franchise and want to see it live up to its potential - which I still believe it has - to be the best multiplayer shooter on the market. There are elements of Halo 5 that are the best in the series. But the game is so crippled at the most fundamental levels of its game design by the inclusion of movement mechanics that it has never lived up to its potential (a content-lacking launch and bad campaign didn’t help either). I want to see Halo ditch bad game design decisions, which are only present to chase trends and please focus testers, and return to greatness. And I do not think games which include fundamentally contradictory design mechanics can ever be great, especially in a competitive market.
The devolution of the sprint discussion is mostly because there aren’t any solid arguments for why sprint (or other movement mechanics) ought to be in Halo (maybe because sprint is objectively bad design in a game like this). There are a lot of players who like sprint in Halo, but I’ve yet to see any cogent argumentation for why it is good design and makes a better game. In nine years I have never seen that kind of argument set forth. It’s interesting to note that I am unaware of any debate - ever - about the inclusion of sprint in games like Call of Duty or Battlefield or Fortnite or the like. But it’s been a hot topic since 2010 in Halo because most veteran Halo players instinctively recognize that it doesn’t work with the core design of the game - even if they fail to articulate exactly why.
4v4 Halo multiplayer will never be great when designed around movement mechanics. And when it lacks popularity and gets tepid reception, lots of folks will go on continuing to blame the market, the stiff competition, make up all kinds of excuses, and miss the reality that bad game design makes a game worse, and presses it down towards mediocrity, no matter how well that flawed design is executed. Sprint isn’t necessarily a magic bullet - they could certainly make a mediocre or bad Halo game without sprint, but they cannot make a great one with sprint.