The return of classic movement mechanics?

> 2535449076192416;1:
> In my opinion, this game has a really high chance of bringing back the classic gameplay so many old Halo fans have adored! I am so pumped for this!
>
> EDIT: Wow, I didn’t expect such diverse opinions on this subject. The Halo community really is split in half. I’m sorry you have to deal with us, 343 :confused:
>
> EDIT: 1100 comments. __What have I done?__FINAL EDIT: I’m just going to stop counting at this point. The level of which this thread has grown is simply ridiculous.

i hope for the same mechanic of Halo 3

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> > > > > if 343 listen to the community
> > > >
> > > > This has been their problem since they were created. They. Don’t. Listen.
> > > >
> > > > If they ever change that, maybe halo can be great again.
> > > >
> > > >
> > > >
> > > >
> > > > > it’s literally impossible to defend sprint
> > > >
> > > > 9 years of discussion on the topic has led me to this conclusion as well.
> > > >
> > > > Just a question if 343 will change course and start listening
> > >
> > > It’s far more accurate to say there’s no defence of sprint that is congruent with your ideals for the series. It’s simply untrue to say there’s no defence for sprint, and it seems less than honest.
> > >
> > > And ultimately, there will never be unanimous decision about any of this. Because sprint isn’t “objectively” bad for Halo. Very few things are.
> >
> > If sprint isn’t objectively bad, make an argument for why it’s objectively good. Some of you guys seem quite upset about the idea that objectivity exists in entertainment, but you seem unable to make any actual arguments for your own preferences. My claim of objectiveness on this is largely because there are a variety of arguments to be made for why sprint does NOT work with halo’s fundamental design principles, but I’ve not really ever seen arguments for why it does. If there were strong arguments on each side, I’d be willing to concede the matter to preference. But when only one side has strong arguments, that tends to suggest to me that the other side is just wrong.
> >
> > You assert it’s not bad, without making any arguments for why it’s good. I suspect that if you make the attempt, you will resort to some kind of “but i liiiiiike it” or “halo is too slowwwwwww without sprint” which are not arguments for why it’s good game design.
> >
> > I don’t think it’s very unreasonable to ask the pro-sprint crowd why sprint and/or movement abilities make for good halo game design. I’m still waiting for the answers.
> >
> > And as above, I’m thinking about arena, not warzone - warzone has very different design elements and sprint is fine there.
> >
> > And when 70% of your core community tells you repeatedly “I don’t want this in the game” and you do it anyway, I’m not sure that counts as listening.
>
> I don’t think sprint is “objectively good”. It’s just not “objectively bad” either. I agree that objectivity exists in entertainment, but an objective criticism of a piece of entertainment, like a game, comes down exclusively to stating the mechanics and not making value judgements about them. Halo 5 is objectively:
> - Presented in a first person perspective - A game that has guns in it - A game that allows you to move - A game with a campaign, multiplayer and a map editorAs soon as I start to say things though - like “Halo 5 forge is objectively better than Halo Reach forge”, I’m just wrong. It’s a belief that I hold, but it’s not objective, even though there would be near unanimous agreement among forgers of that fact, because I haven’t clearly parameterised the area within which I’m making the statement. Sure, Halo 5’s forge may allow you to place more objects, and more of any specific object, but it doesn’t have Falcons, so someone who sees Forge as a means for creating pseudo-cooperative air superiority game types will point out that Halo 5’s forge is inferior.
>
> And even though I wouldn’t personally argue that sprint should be in Halo, you’re missing the point that, if somebody likes a game to play a certain way because they perceive it as fun, their right to say “Sprint makes Halo objectively better, because I like playing Halo as a party game, and sprint makes it more fun” is exactly the same as your right to say “Sprint makes Halo objectively worse”. That is to say, you’re both in the wrong because your value judgements need to be parameterised and contextualised to even attempt to make such an objective statement.
>
> So, that said, I’m not going to try to make an argument for why sprint is objectively good, because
> - I’ve already conceded that it’s probably actually bad for multiplayer - I can’t argue that it’s objectively good, because there is simply no such argument that can be made. I mean even if we got over the objective thing, what does good even mean? Good with respect to what? Gameplay? In that case what are we even aiming for in terms of gameplay? Because if I think Titanfall 2 is the pinnacle of gameplay, and you think Unreal Tournament is, we’re going to have very different opinions, even if we’re both being “objective” according to our goalposts for gameplay.On 343 “not listening”, I will grant that they haven’t done what some people want for the movement mechanics, but just because they don’t bend their will to 100% of the requests of fans, doesn’t mean they’re outright not listening. If they removed sprint, I bet we’d find a lot of people coming out of the woodwork to defend it and claim “343 didn’t listen” to their pleas to keep it. They definitely listen. But ultimately, it’s their ship to steer, and sometimes it’s going to go in a direction you don’t want. Remember, Bungie brought loadouts to the franchise, and ultimately, 343 did end up killing them due to fan feedback on the competitive side. They’re very clearly trying.
>
> And now, in response to Echo p q: tsassi made one of the points I wanted to make here (and also made my whole objective point again too, I guess I better get faster) - Halo Reach had sprint as an armor ability (so not every player had it, and it was on a cooldown), and even so, back then, people were making the argument that sprint (and jetpack especially), were causing maps to be stretched. The map designers designed the map with respect to the minimum time it takes to get from one side to the other, and even if not every player has it, or it’s unlikely that the player will have it fully charged at any given moment, this minimum traversal time was effected by sprint, and would be by your implementation of it too.
>
> And I still think that such a fast-falling mechanic would be reasonably unintuitive. Maybe it would work better if it were tied to holding the thrust button or something?

the travel time through a map would indeed still be affected, but less so than with the current implementation of sprint. it would be close to reachs map stretching but probably less so because the percentile speedboost from sprinting would be lower than im reach. in addition everybody has acces to sprint.

my sprint proposal is supposed to be a “quality of live” utility suppporting the base gameplay, not replacing it ( by shortening empty-time (time of movement not relevant to fights and map control, alowing for a faster return to action))

the button usage for the momentum abillities were just the first ideas. indeed holding it down sounds more intuitive.

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> > > > 2592250499807011;1913:
> > > > …
> > >
> > > i found the problem in your debate with tsassai: your definition of “bad”.
> > > “bad” implies a moral judgement to something, which is subjective.
> > > “unhelpfull” would be better description, because helpfullness can be qualitatively discerned.
> > >
> > > the current application of the concept sprint in halo is unhelpfull.
> >
> > When applying it (sprint) to Halo’s original design principles, it’s contradictory. Maybe that is a better word than “bad” in this discussion, but Primus has already stated his argument using the that specific term already so his meaning isn’t hard to infer when he uses the word “bad.”
>
> It’s probably fair to say “Sprint runs contrary to Halo’s original design principles” (if such a list exists), but is that really a useful statement? It seems to me that the response would just be “why should I care?”. Are original design principles really something worth abiding to? Because if yes, we should all be outraged that Bungie made a first person shooter, rather than the original strategy game they showed at Macworld. It’s a useful statement as soon as you say “I like my Halo games to follow the design principles to the dot”, but that’s become a subjective statement because of your evaluation of the design principles as they relate to Halo.
>
> I don’t know if that’s what you were trying to argue, but I just thought it was worth getting in before someone takes “contradictory to design principles” and runs with it as an “objective” way of arguing for or against game mechanics.

you are however able to refer to the core halo design principles of the old trilogy because of their success. This is not an unbeatable argument, but it is usable evidence.

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> This has nothing to do with my argument. If you recall our previous discussion, I explicitly pointed out that the magnitude of negative effect sprint has on the game is irrelevant. It could be so small as to be negligible. And my argument would still hold - it is objectively bad design.

It does, in fact, have to do with your argument. Your argument is based on the claim that sprint makes positioning less important, and is therefore bad. And if I remember correctly, you even conceded that it’s not relevant how much less important it makes positioning, just that it does, and no matter how small the effect is, it is bad design. Furthermore, as far as I can tell, you’ve thus far only talked about this one effect, and solely based on it have drawn the conclusion that sprint is bad design. Based on this, to me it seems reasonable to draw the conclusion that you believe that if sprint decreases the importance of positioning, no matter how little, and no matter what else it does, then it is bad design.

If you’re with me this far (and if you’re not, feel free to point out which assumptions I made about your position in the last paragraph are wrong), then from the above conclusion we can infer that you value the importance of positioning above all other aspects of the game’s design. That is, no matter what other things sprint does, if it makes positioning less important, no matter by how little, you say it’s bad.

The point I’m making is that others might not think like you. For example, some player might acknowledge that sprint makes positioning less important, but they might still consider it good design since it makes them more immersed. They think so, because they value immersion into their character enough that even if they consider the lessened importance of positioning as a negative, the increased immersion makes it a net positive for them. And here, I don’t want you to get fixated on the word “immersed”. I don’t want you to get confused and think that I’m making an argument in favor of sprint here. No, I am simply giving an example of how good and bad design depend on what aspects of the game’s design one values.

> 2592250499807011;1913:
> Of course. I’ve said repeatedly that some people prefer sprint and that it doesn’t bother me that some people prefer sprint. That is not an argument for why it should be considered good design.

I’m not making an argument for you should consider sprint good design. I am explaining why someone else might consider it good design. I’m trying to help you understand why your “bad design” is your personal preference. I’m sorry if I’m not doing it well.

> 2592250499807011;1913:
> I’ve been pretty clear that I am talking exclusively about arena.

That doesn’t change the fact that sprint still exists in campaign. You have claimed that “sprint is objectively bad design”. I am merely trying to demonstrate that “sprint is bad design” is subjective, in which case it’s completely appropriate to consider how much value a player judging the quality of the game finds in multiplayer with respect to campaign. Namely, a player judging the game from a single player point of view might not come to the conclusion “sprint is bad design”.

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> What a bunch of nonsense. Pure, utter nonsense. It is absolutely the case that we can critique a game based on the terms of its final design. That’s literally what happens with every single game that comes out. What is this game attempting to do? How well did they do it?

I don’t think you understood what I said. Let me repeat it with appropriate emphasis: “the game’s own design” is exactly how the game ended up to be designed, and therefore we can’t say anything conclusive about its quality relative to those standards. That is, relative to the standards of the developer.

I did not say that you can’t critique a game based on its final design. However, when you critique the game, you are not critiquing it according to the standards of the team that made it, but according to your own, personal standards. When you ask “what is this game attempting to do”, you’re making your own interpretation of what it is attempting to do, and judging it based on that. Your interpretation is also colored by what you would’ve wanted the game to do. You are not judging it based on what the developers were intending to do, but based on what you think it should’ve been.

> 2592250499807011;1913:
> Your argument, at its logical end, requires that all evaluation of a game be considered subjective and that objective standards of evaluation cannot and/or do not exist. The sooner you realize that such a view is itself arbitrary and subjective, the quicker you will understand why I am so adamant that you are wrong in this discussion, and why I told you earlier that I am convinced that you do not disagree with my game design arguments, and are rather expressing a mere philosophical objection which is gravely mistaken and does not have any relevance to what I am setting forth.

Ah, yes, this is the “your idea of what is subjective is subjective” retort. The issue with it is that you’re not really winning any ground by declaring my ideas of subjectivity of quality subjective, because if you declare the notion that quality is subjective subjective, you’re still stuck with it being subjective. After all, if it’s not decidable whether quality is subjective or objective, then it follows that it’s not decidable that quality is objective. If we could demonstrate quality was objective, then the matter would be decidable and hence not subjective. To believe that quality is objective, you have to believe that the question whether quality is objective or subjective is decidable.

> 2592250499807011;1913:
> Critiquing a game on its own terms of design is exactly how you do objective critique. You let the developers set the terms. And then you analyze how well their product holds together on its own terms.

Except you’re not doing this, none of us are. At best we are all judging the game based on a personal interpretation of what the developers tried to accomplish, but even then our information is imperfect, so we fill the rest of it with our personal preferences.

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> > 2592250499807011;1913:
> > This has nothing to do with my argument. If you recall our previous discussion, I explicitly pointed out that the magnitude of negative effect sprint has on the game is irrelevant. It could be so small as to be negligible. And my argument would still hold - it is objectively bad design.
>
> It does, in fact, have to do with your argument. Your argument is based on the claim that sprint makes positioning less important, and is therefore bad. And if I remember correctly, you even conceded that it’s not relevant how much less important it makes positioning, just that it does, and no matter how small the effect is, it is bad design. Furthermore, as far as I can tell, you’ve thus far only talked about this one effect, and solely based on it have drawn the conclusion that sprint is bad design. Based on this, to me it seems reasonable to draw the conclusion that you believe that if sprint decreases the importance of positioning, no matter how little, and no matter what else it does, then it is bad design.
>
> If you’re with me this far (and if you’re not, feel free to point out which assumptions I made about your position in the last paragraph are wrong), then from the above conclusion we can infer that you value the importance of positioning above all other aspects of the game’s design. That is, no matter what other things sprint does, if it makes positioning less important, no matter by how little, you say it’s bad.
>
> The point I’m making is that others might not think like you. For example, some player might acknowledge that sprint makes positioning less important, but they might still consider it good design since it makes them more immersed. They think so, because they value immersion into their character enough that even if they consider the lessened importance of positioning as a negative, the increased immersion makes it a net positive for them. And here, I don’t want you to get fixated on the word “immersed”. I don’t want you to get confused and think that I’m making an argument in favor of sprint here. No, I am simply giving an example of how good and bad design depend on what aspects of the game’s design one values.
>
>
>
>
> > 2592250499807011;1913:
> > Of course. I’ve said repeatedly that some people prefer sprint and that it doesn’t bother me that some people prefer sprint. That is not an argument for why it should be considered good design.
>
> I’m not making an argument for you should consider sprint good design. I am explaining why someone else might consider it good design. I’m trying to help you understand why your “bad design” is your personal preference. I’m sorry if I’m not doing it well.
>
>
>
>
> > 2592250499807011;1913:
> > I’ve been pretty clear that I am talking exclusively about arena.
>
> That doesn’t change the fact that sprint still exists in campaign. You have claimed that “sprint is objectively bad design”. I am merely trying to demonstrate that “sprint is bad design” is subjective, in which case it’s completely appropriate to consider how much value a player judging the quality of the game finds in multiplayer with respect to campaign. Namely, a player judging the game from a single player point of view might not come to the conclusion “sprint is bad design”.
>
>
>
>
> > 2592250499807011;1913:
> > What a bunch of nonsense. Pure, utter nonsense. It is absolutely the case that we can critique a game based on the terms of its final design. That’s literally what happens with every single game that comes out. What is this game attempting to do? How well did they do it?
>
> I don’t think you understood what I said. Let me repeat it with appropriate emphasis: “the game’s own design” is exactly how the game ended up to be designed, and therefore we can’t say anything conclusive about its quality relative to those standards. That is, relative to the standards of the developer.
>
> I did not say that you can’t critique a game based on its final design. However, when you critique the game, you are not critiquing it according to the standards of the team that made it, but according to your own, personal standards. When you ask “what is this game attempting to do”, you’re making your own interpretation of what it is attempting to do, and judging it based on that. Your interpretation is also colored by what you would’ve wanted the game to do. You are not judging it based on what the developers were intending to do, but based on what you think it should’ve been.
>
>
>
>
> > 2592250499807011;1913:
> > Your argument, at its logical end, requires that all evaluation of a game be considered subjective and that objective standards of evaluation cannot and/or do not exist. The sooner you realize that such a view is itself arbitrary and subjective, the quicker you will understand why I am so adamant that you are wrong in this discussion, and why I told you earlier that I am convinced that you do not disagree with my game design arguments, and are rather expressing a mere philosophical objection which is gravely mistaken and does not have any relevance to what I am setting forth.
>
> Ah, yes, this is the “your idea of what is subjective is subjective” retort. The issue with it is that you’re not really winning any ground by declaring my ideas of subjectivity of quality subjective, because if you declare the notion that quality is subjective subjective, you’re still stuck with it being subjective. After all, if it’s not decidable whether quality is subjective or objective, then it follows that it’s not decidable that quality is objective. If we could demonstrate quality was objective, then the matter would be decidable and hence not subjective. To believe that quality is objective, you have to believe that the question whether quality is objective or subjective is decidable.
>
>
>
>
> > 2592250499807011;1913:
> > Critiquing a game on its own terms of design is exactly how you do objective critique. You let the developers set the terms. And then you analyze how well their product holds together on its own terms.
>
> Except you’re not doing this, none of us are. At best we are all judging the game based on a personal interpretation of what the developers tried to accomplish, but even then our information is imperfect, so we fill the rest of it with our personal preferences.

it is however legitimate to correlate the developers descissions in changing the game design with the loss of popularity ( measured in sales and online player count). this correlation can afterwards be tested against other factors ( amount of competators, demographics, time between releases, PR descissions, etc. ) to test for causalities.

the design descissions of modern halo are likely to be a cause for its loss in popularity. the design choices have likely negatively influenced the statistical opinion of the audience about the game. this would make the design descissions “bad” in the sense of making them negatively impact the statistical collective enjoyment of the game by the audience.

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> > > 2592250499807011;1913:
> > > …
> >
> > i found the problem in your debate with tsassai: your definition of “bad”.
> > “bad” implies a moral judgement to something, which is subjective.
> > “unhelpfull” would be better description, because helpfullness can be qualitatively discerned.
> >
> > the current application of the concept sprint in halo is unhelpfull.
>
> When applying it (sprint) to Halo’s original design principles, it’s contradictory. Maybe that is a better word than “bad” in this discussion, but Primus has already stated his argument using the that specific term already so his meaning isn’t hard to infer when he uses the word “bad.”

I question why he constantly feels the need to repeat the word “bad”. He could easily make all his arguments without throwing in the apparently obligatory “objectively bad”, and they’d sound much more cogent, but he actively chooses not to. That makes it seem like there’s some moral judgement there. And really, it’s quite easy to understand why one would like to do that. If you make an honest argument like “sprint contradicts the original design principles of Halo” (though I’m not sure whether Jason Jones, Jaime Griesemer, and others would agree), someone can always question the principles. But by calling anything that doesn’t follow those principles “objectively bad”, you can dismiss the people who question your principles, and maintain the belief that everyone should listen to you.

I don’t like it. I have my own principles, I think contradicting those principles makes the game worse. I’d even argue that some of those principles can make the game more fun for everyone. But I’m not going to pretend that those principles form some objective basis to design and that deviating from them is destined to failure in anyone else’s eyes but mine.

> 2533274945422049;1926:
> it is however legitimate to correlate the developers descissions in changing the game design with the loss of popularity ( measured in sales and online player count). this correlation can afterwards be tested against other factors ( amount of competators, demographics, time between releases, PR descissions, etc. ) to test for causalities.
>
> the design descissions of modern halo are likely to be a cause for its loss in popularity. the design choices have likely negatively influenced the statistical opinion of the audience about the game. this would make the design descissions “bad” in the sense of making them negatively impact the statistical collective enjoyment of the game by the audience.

Absolutely. It’s totally cool to take the position that “good design” is not one that adheres to some arbitrary set of standards, but one that entertains the most people. However, the obvious drawback here is that unless you have all the relevant data, you’re not going to be able to make all the necessary statistical inferences to know what kind of game you should really make. I can easily argue against Spartan Abilities based on my personal preferences, but their overall influence on the success of Halo 5 is not known based on the statistical data we have available, precisely because we have all these other factors, some of which you listed, the influence of which is also unknown.

I don’t know who could honestly take this altruistic view on good design. I certainly don’t know anyone who would’ve. The issue with it is that it might take you to places you don’t want to go, and I can’t see anyone supporting decisions that make the game unplayable for them.

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> > 2779900484279609;1919:
> > > 2533274945422049;1917:
> > > > 2592250499807011;1913:
> > > > …
> > >
> > > i found the problem in your debate with tsassai: your definition of “bad”.
> > > “bad” implies a moral judgement to something, which is subjective.
> > > “unhelpfull” would be better description, because helpfullness can be qualitatively discerned.
> > >
> > > the current application of the concept sprint in halo is unhelpfull.
> >
> > When applying it (sprint) to Halo’s original design principles, it’s contradictory. Maybe that is a better word than “bad” in this discussion, but Primus has already stated his argument using the that specific term already so his meaning isn’t hard to infer when he uses the word “bad.”
>
> I question why he constantly feels the need to repeat the word “bad”. He could easily make all his arguments without throwing in the apparently obligatory “objectively bad”, and they’d sound much more cogent, but he actively chooses not to. That makes it seem like there’s some moral judgement there. And really, it’s quite easy to understand why one would like to do that. If you make an honest argument like “sprint contradicts the original design principles of Halo” (though I’m not sure whether Jason Jones, Jaime Griesemer, and others would agree), someone can always question the principles. But by calling anything that doesn’t follow those principles “objectively bad”, you can dismiss the people who question your principles, and maintain the belief that everyone should listen to you.
>
> I don’t like it. I have my own principles, I think contradicting those principles makes the game worse. I’d even argue that some of those principles can make the game more fun for everyone. But I’m not going to pretend that those principles form some objective basis to design and that deviating from them is destined to failure in anyone else’s eyes but mine.
>
>
>
>
> > 2533274945422049;1926:
> > it is however legitimate to correlate the developers descissions in changing the game design with the loss of popularity ( measured in sales and online player count). this correlation can afterwards be tested against other factors ( amount of competators, demographics, time between releases, PR descissions, etc. ) to test for causalities.
> >
> > the design descissions of modern halo are likely to be a cause for its loss in popularity. the design choices have likely negatively influenced the statistical opinion of the audience about the game. this would make the design descissions “bad” in the sense of making them negatively impact the statistical collective enjoyment of the game by the audience.
>
> Absolutely. It’s totally cool to take the position that “good design” is not one that adheres to some arbitrary set of standards, but one that entertains the most people. However, the obvious drawback here is that unless you have all the relevant data, you’re not going to be able to make all the necessary statistical inferences to know what kind of game you should really make. I can easily argue against Spartan Abilities based on my personal preferences, but their overall influence on the success of Halo 5 is not known based on the statistical data we have available, precisely because we have all these other factors, some of which you listed, the influence of which is also unknown.
>
> I don’t know who could honestly take this altruistic view on good design. I certainly don’t know anyone who would’ve. The issue with it is that it might take you to places you don’t want to go, and I can’t see anyone supporting decisions that make the game unplayable for them.

sadly, the exact data is confidential. so only experiences can be compared.

“Bad” does not entail a moral judgment. I could say 2+2=5 and that would be bad math. There’s no morality entailed. Anyone inferring a moral judgement into my posts is mistaken.

@Baaask is correct that “self-contradictory” has been my definition throughout, and I’ve been pretty clear on that matter.

@tsassi I really think you and I are talking past each other, repeating ourselves, and that the substance of our rebuttals to each other is at this point essentially “no you’re wrong… no u”. We obviously don’t agree on the underlying philosophy of critiquing and evaluating the game, nor the significance of sprint to its design, and I don’t see much movement in the discussion. Seems to me that we’ve had our debate, it’s run its course, and it’s time to leave it and let people make up their own minds from the discussion. I reiterate my earlier offer to drop the matter and agree to disagree if you can do the same.

@phoniccanine99 Your reply suggests that you think I would argue people are wrong to like sprint in Halo, and so I’m not sure you really understand the essence of my argument, because I do not think people are wrong to prefer Sprint in Halo. In this entire thread I have not one time argued that people ought not to enjoy sprint in Halo. My argument is simply to point out that Sprint is self-contradictory - and therefore bad - design in Halo. I’ve heard no rebuttals to this yet, other than @tsassi who really does not like or agree with my argument that this is a matter of objective fact. You yourself acknowledge that you won’t even make the attempt to argue for it being good design. You also reduce Halo’s design much further than necessary, to the point where the game would not be discernible from your stated design goals. Obviously if you reduce halo to “generic fps” then there’s no argument either for or against sprint from a design standpoint.

> 2592250499807011;1929:
> “Bad” does not entail a moral judgment. I could say 2+2=5 and that would be bad math. There’s no morality entailed. Anyone inferring a moral judgement into my posts is mistaken.
>
> @baaask is correct that “self-contradictory” has been my definition throughout, and I’ve been pretty clear on that matter.
>
> @tsassi I really think you and I are talking past each other, repeating ourselves, and that the substance of our rebuttals to each other is at this point essentially “no you’re wrong… no u”. We obviously don’t agree on the underlying philosophy of critiquing and evaluating the game, nor the significance of sprint to its design, and I don’t see much movement in the discussion. Seems to me that we’ve had our debate, it’s run its course, and it’s time to leave it and let people make up their own minds from the discussion. I reiterate my earlier offer to drop the matter and agree to disagree if you can do the same.
>
> @PhonicCanine99 Your reply suggests that you think I would argue people are wrong to like sprint in Halo, and so I’m not sure you really understand the essence of my argument, because I do not think people are wrong to prefer Sprint in Halo. In this entire thread I have not one time argued that people ought not to enjoy sprint in Halo. My argument is simply to point out that Sprint is self-contradictory - and therefore bad - design in Halo. I’ve heard no rebuttals to this yet, other than @tsassi who really does not like or agree with my argument that this is a matter of objective fact. You yourself acknowledge that you won’t even make the attempt to argue for it being good design. You also reduce Halo’s design much further than necessary, to the point where the game would not be discernible from your stated design goals. Obviously if you reduce halo to “generic fps” then there’s no argument either for or against sprint from a design standpoint.

I’m sorry then, I didn’t mean to imply that. What I meant to imply was that you’d say that someone who claimed Sprint was objectively good for Halo was wrong.

I can understand how you’d think my “objective” breakdown of Halo was lacking, but I could conceivably add to it until it’s clear that it’s only referring to Halo, without including subjectivity, Halo 5, for example, objectively:

  • Includes two playable fireteams of four, one includes Master Chief, and the other includes Spartan Locke - Includes the following weapons: the SAW, the Assault Rifle, the Magnum [etc.] - Involves a conflict against aliens that include: Elites, Grunts, Jackals and Hunters - Includes the following vehicles, of which many can be utilised in the single player, and many can also be utilised in Multiplayer: the Warthog, the Ghost [etc.] - Presents a linear story - Is available on Xbox One - Has been Xbox One X enhanced - Originally released in 2015 - Received content updates after release - Included microtransactions with randomised content - [I could still go on, but I imagine at this point I’ve made clear that you can say enough objective things to specify what you’re talking about]My argument was that you can’t claim that “Sprint is bad” is an objective fact. And you’ll never be able to do that. Because applying a value judgement on a feature in Halo requires you to evaluate a feature based on your subjective experience. Even if you argue that sprint is “self-contradictory” -> “and therefore bad”, I’m going to have a different view on your “objective fact”, because I may not think sprint is “self-contradictory”, and even if I conceded that it was, I don’t have to follow you to your conclusion. The value you place on top of the design goals is a subjective judgement that you’re basing your argument off of.

And I won’t attempt to argue that Sprint is objectively good because it is not possible to make such an argument for the same reason you can’t make the argument that Sprint is objectively bad.

But look, I’ll give it a go to make this point more clear:
"Sprint is good for Halo, because

  • It provides the illusion that the game is moving faster, and acts as a basis for more flashy moves like slide and spartan charge, which in turn make the game more exciting and dynamic because they increase the number of things that can be happening at any given moment. - Increasing the number of things that could be happening at a given moment is good design in terms of the skill required to play, because it requires a good player to form a larger list of both proactive and reactive gameplay patterns that work around sprint. - Flashy moves are good design for newer players too, as it makes the game more similar to other games they’re likely to have played, and thus increases the chance they will understand Halo."I don’t agree with this as an argument. However, it is just as objective as your argument. If you really want to drill down on my word choices - “illusion” etcetera - you can do that, and argue that my example is inherently more subjective because there’s simply more apparent value judgements within it. But if we don’t go down that rabbit hole, I hope you’ll realise why your argument that Sprint is objectively bad is very much as subjective as the argument I just made up there.

> 2533274956613084;1930:
> > 2592250499807011;1929:
> > “Bad” does not entail a moral judgment. I could say 2+2=5 and that would be bad math. There’s no morality entailed. Anyone inferring a moral judgement into my posts is mistaken.
> >
> > @baaask is correct that “self-contradictory” has been my definition throughout, and I’ve been pretty clear on that matter.
> >
> > @tsassi I really think you and I are talking past each other, repeating ourselves, and that the substance of our rebuttals to each other is at this point essentially “no you’re wrong… no u”. We obviously don’t agree on the underlying philosophy of critiquing and evaluating the game, nor the significance of sprint to its design, and I don’t see much movement in the discussion. Seems to me that we’ve had our debate, it’s run its course, and it’s time to leave it and let people make up their own minds from the discussion. I reiterate my earlier offer to drop the matter and agree to disagree if you can do the same.
> >
> > @PhonicCanine99 Your reply suggests that you think I would argue people are wrong to like sprint in Halo, and so I’m not sure you really understand the essence of my argument, because I do not think people are wrong to prefer Sprint in Halo. In this entire thread I have not one time argued that people ought not to enjoy sprint in Halo. My argument is simply to point out that Sprint is self-contradictory - and therefore bad - design in Halo. I’ve heard no rebuttals to this yet, other than @tsassi who really does not like or agree with my argument that this is a matter of objective fact. You yourself acknowledge that you won’t even make the attempt to argue for it being good design. You also reduce Halo’s design much further than necessary, to the point where the game would not be discernible from your stated design goals. Obviously if you reduce halo to “generic fps” then there’s no argument either for or against sprint from a design standpoint.
>
> I’m sorry then, I didn’t mean to imply that. What I meant to imply was that you’d say that someone who claimed Sprint was objectively good for Halo was wrong.
>
> I can understand how you’d think my “objective” breakdown of Halo was lacking, but I could conceivably add to it until it’s clear that it’s only referring to Halo, without including subjectivity, Halo 5, for example, objectively:
> - Includes two playable fireteams of four, one includes Master Chief, and the other includes Spartan Locke - Includes the following weapons: the SAW, the Assault Rifle, the Magnum [etc.] - Involves a conflict against aliens that include: Elites, Grunts, Jackals and Hunters - Includes the following vehicles, of which many can be utilised in the single player, and many can also be utilised in Multiplayer: the Warthog, the Ghost [etc.] - Presents a linear story - Is available on Xbox One - Has been Xbox One X enhanced - Originally released in 2015 - Received content updates after release - Included microtransactions with randomised content - [I could still go on, but I imagine at this point I’ve made clear that you can say enough objective things to specify what you’re talking about]My argument was that you can’t claim that “Sprint is bad” is an objective fact. And you’ll never be able to do that. Because applying a value judgement on a feature in Halo requires you to evaluate a feature based on your subjective experience. Even if you argue that sprint is “self-contradictory” → “and therefore bad”, I’m going to have a different view on your “objective fact”, because I may not think sprint is “self-contradictory”, and even if I conceded that it was, I don’t have to follow you to your conclusion. The value you place on top of the design goals is a subjective judgement that you’re basing your argument off of.
>
> And I won’t attempt to argue that Sprint is objectively good because it is not possible to make such an argument for the same reason you can’t make the argument that Sprint is objectively bad.
>
> But look, I’ll give it a go to make this point more clear:
> "Sprint is good for Halo, because
> - It provides the illusion that the game is moving faster, and acts as a basis for more flashy moves like slide and spartan charge, which in turn make the game more exciting and dynamic because they increase the number of things that can be happening at any given moment. - Increasing the number of things that could be happening at a given moment is good design in terms of the skill required to play, because it requires a good player to form a larger list of both proactive and reactive gameplay patterns that work around sprint. - Flashy moves are good design for newer players too, as it makes the game more similar to other games they’re likely to have played, and thus increases the chance they will understand Halo."I don’t agree with this as an argument. However, it is just as objective as your argument. If you really want to drill down on my word choices - “illusion” etcetera - you can do that, and argue that my example is inherently more subjective because there’s simply more apparent value judgements within it. But if we don’t go down that rabbit hole, I hope you’ll realise why your argument that Sprint is objectively bad is very much as subjective as the argument I just made up there.

One can however say that halo 5 performs worse than previous halo games, when compared to the potential customers (players of the fps genre) and growth of the playerbase compared to other games of the genre.

A possible explaination of this may be the inclusion of specific new design elements that ran contrary to the games previous distinguishing features.

quantifiable results based on subjective descissions.

> 2533274945422049;1931:
> One can however say that halo 5 performs worse than previous halo games, when compared to the potential customers (players of the fps genre) and growth of the playerbase compared to other games of the genre.
>
> A possible explaination of this may be the inclusion of specific new design elements that ran contrary to the games previous distinguishing features.
>
> quantifiable results based on subjective descissions.

To be entirely honest with you, I’m not sure you can actually say that. We only know that Halo 5 sold over 5 million copies, because of an article saying it got to 5 million copies in 3 months. There were also articles stating that Halo 5 broke franchise records, and that it pushed the franchise over the 5 billion dollar mark. Obviously, I doubt that Halo 5 has caught up to Halo 3, but as I’ve said in previous posts on this thread, you need to consider just how poorly the Xbox One has sold compared to the Xbox 360, and the reality that Halo 5 will have sold more than 5 million copies in total, and that Gamepass engagement is just as valuable, if not more valuable to Microsoft than game sales. I just don’t think there’s sufficient evidence to be the foundation of your claim. But even taking it at face value, the most important thing that you, yourself point out is that it’s only a possible explanation.

The number of variables impacting a game’s sales is very difficult to conceptualise, and I’ll give you an example: I got Destiny at release, and didn’t like it. I decided to give Destiny 2 a go, but waited until after release to play it. And I can tell you now, that no matter what Destiny 3 is, I will not be purchasing it, for at least two years after its launch. I think there’s probably people that felt that way following getting burnt by 3 releases in a row that let their demographic down. And without a longitudinal study, you can’t possibly claim to fully understand the plethora of reasons that any given game “fared better” or “fared worse” than another. And you admit this (and thanks for admitting it).

I think this means though, that the quantifiable results are not necessarily based on the subjective descriptors. So I don’t think you can make an argument that goes “We all want Halo to sell well, and Sprint is making it sell worse”. I don’t think you have that ground.

And finally, even if you managed to convince me of that, the issue I take with Primus Ego Sum’s argument isn’t that he’s trying to have a quantifiable variable to point to as he argues about Sprint. It’s that he claims he’s being objective.

> 2533274956613084;1930:
> > 2592250499807011;1929:
> > snip
>
> I can understand how you’d think my “objective” breakdown of Halo was lacking, but I could conceivably add to it until it’s clear that it’s only referring to Halo, without including subjectivity, Halo 5, for example, objectively:
> - Includes two playable fireteams of four, one includes Master Chief, and the other includes Spartan Locke - Includes the following weapons: the SAW, the Assault Rifle, the Magnum [etc.] - Involves a conflict against aliens that include: Elites, Grunts, Jackals and Hunters - Includes the following vehicles, of which many can be utilised in the single player, and many can also be utilised in Multiplayer: the Warthog, the Ghost [etc.] - Presents a linear story - Is available on Xbox One - Has been Xbox One X enhanced - Originally released in 2015 - Received content updates after release - Included microtransactions with randomised content - [I could still go on, but I imagine at this point I’ve made clear that you can say enough objective things to specify what you’re talking about]

Most of this has nothing to do with anything I’ve been arguing in this thread. Yes, it identifies a game as Halo 5, but it does not identify Halo’s arena multiplayer by its game design.

The only game design statement in your list that applies to arena multiplayer, which is what I have been exclusively arguing about with “sprint is objectively bad design” is “Includes… weapons… [and] vehicles… which… can also be utilised in multiplayer”. Literally every other word in this part of your post has zero applicability to Halo’s arena multiplayer design.

> 2533274956613084;1930:
> My argument was that you can’t claim that “Sprint is bad” is an objective fact. And you’ll never be able to do that. Because applying a value judgement on a feature in Halo requires you to evaluate a feature based on your subjective experience. Even if you argue that sprint is “self-contradictory” -> “and therefore bad”, I’m going to have a different view on your “objective fact”, because I may not think sprint is “self-contradictory”, and even if I conceded that it was, I don’t have to follow you to your conclusion.

I’ve not evaluated anything based on my subjective experience, throughout this argument.

My entire argument is that sprint is bad (“self-contradictory”) design based on 343i’s own design principles for Halo 5, as well as based on Bungie’s design principles for Halo 1-Reach, in arena multiplayer.

I observe the following two design principles (which obviously do not constitute an exhaustive list, but rather are two of the more distinctive design choices which distinguish Halo multiplayer from the multiplayer of other shooters), which are not based on anything subjective (and again, note that I’m exclusively talking about arena multiplayer):

  1. Halo is designed around equal player starts
  2. Halo is designed around controlling particular static locations on the map (rather that be power locations, map pickups, etc)

I then observe that sprint devalues the location of a player on the map relative to any other static location on the map, and conclude that it is therefore self-contradictory and bad design.

Those aren’t the only design elements of Halo. They may not even be the most important elements of its design. But they are very recognizable pillars of Halo’s multiplayer gameplay and have been since 2001, with the sole exception of the train wreck that was Halo 4.

> 2533274956613084;1930:
> The value you place on top of the design goals is a subjective judgement that you’re basing your argument off of.

Here’s the thing, I am not making a value judgment about the importance of sprint or its absence. That’s completely irrelevant to anything I’ve been arguing. I’ve maintained throughout that sprint could have negligible negative impact on the gameplay and my argument still holds for a game with the above two design principles.

For example, what if sprint was in the game but only increased move speed by 1%? Well, it would basically be irrelevant at that point to the actual gameplay, but it’s still bad design.

I am not arguing for how important or unimportant sprint is. I am simply pointing out that if you have a game with the above two design principles, it will always necessarily be a better designed game without sprint than with it, and that this is an unavoidable objective fact unless you want to say that self-contradictory design elements are somehow good, which is absurd.

> 2533274956613084;1930:
> But look, I’ll give it a go to make this point more clear:
> "Sprint is good for Halo, because
> - It provides the illusion that the game is moving faster, and acts as a basis for more flashy moves like slide and spartan charge, which in turn make the game more exciting and dynamic because they increase the number of things that can be happening at any given moment. - Increasing the number of things that could be happening at a given moment is good design in terms of the skill required to play, because it requires a good player to form a larger list of both proactive and reactive gameplay patterns that work around sprint. - Flashy moves are good design for newer players too, as it makes the game more similar to other games they’re likely to have played, and thus increases the chance they will understand Halo."I don’t agree with this as an argument. However, it is just as objective as your argument

This argument is not objective at all, because it is not based on observations related to the game’s design, but rather is entirely based on observations of a player’s hypothetical subjective experience.

#1 is purely subjective player experience. Lots of players, myself included, would not say sprint makes the gameplay more exciting and dynamic.

#2 is highly debatable and it’s not necessarily an argument for sprint per-se, just an argument for complexity in a general sense; sprint doesn’t really increase the number of things that can be happening that a skilled player must track, it’s much more a change than an addition and I’m not sure any pro or top-skill players have ever argued that Halo 5 has a higher skill gap than older games because of sprint; it makes things different but you’d be hard pressed to argue that it makes things more skill-based

#3 Unless “we want to be similar to other games” is a principle of your design, this is irrelevant. Anecdotally, “we want to be similar to other games” has been pretty much shown as a disastrous design idea for Halo… Halo 4 was more or less definitive proof of this.

I appreciate the effort trying to put a cogent argument together for sprint, but I don’t think you have understood the fundamental nature of the argument I am making for why it is bad design.

> 2533274956613084;1932:
> > 2533274945422049;1931:
> > One can however say that halo 5 performs worse than previous halo games, when compared to the potential customers (players of the fps genre) and growth of the playerbase compared to other games of the genre.
> >
> > A possible explaination of this may be the inclusion of specific new design elements that ran contrary to the games previous distinguishing features.
> >
> > quantifiable results based on subjective descissions.
>
> To be entirely honest with you, I’m not sure you can actually say that. We only know that Halo 5 sold over 5 million copies, because of an article saying it got to 5 million copies in 3 months. There were also articles stating that Halo 5 broke franchise records, and that it pushed the franchise over the 5 billion dollar mark. Obviously, I doubt that Halo 5 has caught up to Halo 3, but as I’ve said in previous posts on this thread, you need to consider just how poorly the Xbox One has sold compared to the Xbox 360, and the reality that Halo 5 will have sold more than 5 million copies in total, and that Gamepass engagement is just as valuable, if not more valuable to Microsoft than game sales. I just don’t think there’s sufficient evidence to be the foundation of your claim. But even taking it at face value, the most important thing that you, yourself point out is that it’s only a possible explanation.
>
> The number of variables impacting a game’s sales is very difficult to conceptualise, and I’ll give you an example: I got Destiny at release, and didn’t like it. I decided to give Destiny 2 a go, but waited until after release to play it. And I can tell you now, that no matter what Destiny 3 is, I will not be purchasing it, for at least two years after its launch. I think there’s probably people that felt that way following getting burnt by 3 releases in a row that let their demographic down. And without a longitudinal study, you can’t possibly claim to fully understand the plethora of reasons that any given game “fared better” or “fared worse” than another. And you admit this (and thanks for admitting it).
>
> I think this means though, that the quantifiable results are not necessarily based on the subjective descriptors. So I don’t think you can make an argument that goes “We all want Halo to sell well, and Sprint is making it sell worse”. I don’t think you have that ground.
>
> And finally, even if you managed to convince me of that, the issue I take with Primus Ego Sum’s argument isn’t that he’s trying to have a quantifiable variable to point to as he argues about Sprint. It’s that he claims he’s being objective.

i only proposed that sprint may make it sell less.

i haven’t considered the low console sales in my argument. this is a good explenation, thank you for the reminder

one observation i made is that halo is not as well view in the gaming community as it once was.
doom, on the other hand, kept its appeal. it renovated its mechanics without changing the core gameplay idea for which doom is known.

I think halo could do the same. this doesn’t mean “no sprint”, but it definetly does mean mechanics that are identifiably “Halo” in their synergy. whether sprint is removed or changed to support the core gameplay ideas ( which i think is possible).

> 2592250499807011;1933:
> Most of this has nothing to do with anything I’ve been arguing in this thread. Yes, it identifies a game as Halo 5, but it does not identify Halo’s arena multiplayer by its game design.

I may be wrong, but I was under the impression you had at some point argued “Sprint is bad for Halo”, without qualifying that it’s only bad for multiplayer. Regardless, the point was to outline the things that one can reasonably say that are actually objective - to illustrate that only dry statements, devoid of judgements, that are just observations are actually objective, and I fear you missed that point. I wasn’t actually trying to do anything except provide more specific examples of objective statements, that were specific enough that they referenced only Halo. Here are some more objective statements about multiplayer:

  • Halo 5 launched with two forms of multiplayer matchmaking; Arena and Warzone - Warzone is a 12v12 multiplayer game mode that includes AI and players - One team wins a Warzone match when they acquire 1000 points. - Points are automatically added to a team’s score every second based on how many of the three objectives that they hold - Points can also be acquired by killing enemy players and AI that are specifically marked - If one team holds all 3 objectives, then, by destroying a marked object in the enemy base, they immediately gain the number of points required to raise their score to 1000 (and therefore win) - Players gain “REQ Levels” by performing actions that are positive for their team - REQ Levels can be used to spawn in single use items like powerups, weapons and vehicles - REQ Levels can also be used to apply permanent items to the player, such as armor mods - Arena launched with a mode called breakout - In breakout, all players spawn with no shields - When a player is killed in breakout, they cannot respawn until a round is complete - A round is complete when either team wins, or there is a draw due to running out of time - A team wins a round by eliminating the entire enemy team, or capturing a neutral flag, and taking it to an objective that is unique to that team - [I could go on forever, but the point is, these are all factual, objective statements (unless I made a big mistake)]Now, let me say one more thing:
    “The implementation of the REQ system in Warzone, allows players that are willing to pay real life money to have greater access to REQs when compared to another player with equal skill and playtime”
    This is again, objective.
    “Because of this, Warzone is a bad competitive game mode”
    Now, even though this would be vastly uncontentious - not many super competitive Halo players exclusively play Warzone - but it’s not objective. There is a subjective argument that could be made, that could, using the same base facts as the above argument, say with the same level of technical legitimacy that Warzone is a great competitive game mode. This is what I’m trying to say. The observations are objective. But the evaluation of what they mean is subjective.

> 2592250499807011;1933:
> > 2533274956613084;1930:
> > My argument was that you can’t claim that “Sprint is bad” is an objective fact. And you’ll never be able to do that. Because applying a value judgement on a feature in Halo requires you to evaluate a feature based on your subjective experience. Even if you argue that sprint is “self-contradictory” -> “and therefore bad”, I’m going to have a different view on your “objective fact”, because I may not think sprint is “self-contradictory”, and even if I conceded that it was, I don’t have to follow you to your conclusion.
>
> I’ve not evaluated anything based on my subjective experience, throughout this argument.
>
> My entire argument is that sprint is bad (“self-contradictory”) design based on 343i’s own design principles for Halo 5, as well as based on Bungie’s design principles for Halo 1-Reach, in arena multiplayer.
>
> I observe the following two design principles (which obviously do not constitute an exhaustive list, but rather are two of the more distinctive design choices which distinguish Halo multiplayer from the multiplayer of other shooters), which are not based on anything subjective (and again, note that I’m exclusively talking about arena multiplayer):
> 1) Halo is designed around equal player starts
> 2) Halo is designed around controlling particular static locations on the map (rather that be power locations, map pickups, etc)
>
> I then observe that sprint devalues the location of a player on the map relative to any other static location on the map, and conclude that it is therefore self-contradictory and bad design.
>
> Those aren’t the only design elements of Halo. They may not even be the most important elements of its design. But they are very recognizable pillars of Halo’s multiplayer gameplay and have been since 2001, with the sole exception of the train wreck that was Halo 4.

I feel like starting with this is a bad move, but first of all, no, these “two pillars” were not solely ignored in the “trainwreck” that was Halo 4. Reach and even some aspects of Halo 3 were really clear motions away from fair starts. Now with my obligatory white-knighting of Halo 4 out of the way, onto the other things you said.

I want to hone in on two words: I observe. I hope you see where I’m going. Just because you observe any number of “clear pillars” in the game design of Halo games (or you recognise some pattern), doesn’t mean that the pattern that you see is actually designed, or “core” to the design of Halo in anyone’s mind but your own. This is where I think you’re wrong about your objectivity. There is no objective perfect design for Halo. There just isn’t. At least, unless Bungie released a list including all of their internal design guidelines. And even then, when you don’t say “sprint is objectively contradictory to the design guidelines” and instead try to say that “sprint is objectively bad for Halo”, you’ve tripped on subjectivity yet again, because even if there exists some perfect list of design guidelines, it’s subjective whether or not following these guidelines makes a good Halo game, and it’s also subjective whether the design guidelines are good, agnostic of the game series they’re tied to.

> 2592250499807011;1933:
> Here’s the thing, I am not making a value judgment about the importance of sprint or its absence. That’s completely irrelevant to anything I’ve been arguing. I’ve maintained throughout that sprint could have negligible negative impact on the gameplay and my argument still holds for a game with the above two design principles.
>
> For example, what if sprint was in the game but only increased move speed by 1%? Well, it would basically be irrelevant at that point to the actual gameplay, but it’s still bad design.

“it’s bad design” is a value judgement. You’re evaluating the things that are objectively in the game against the criterion that you perceive for good design in Halo. Even if there was objective good design for Halo, you’re still not in a place where you can say “sprint is bad for Halo” because you would first need to establish that your “objective good design” is actually objectively good for Halo, and you’ll never achieve that, because people won’t agree with you on what makes Halo, Halo, or what makes Halo good.

[to be continued]

> 2592250499807011;1933:
> This argument is not objective at all, because it is not based on observations related to the game’s design, but rather is entirely based on observations of a player’s hypothetical subjective experience.
>
> #1 is purely subjective player experience. Lots of players, myself included, would not say sprint makes the gameplay more exciting and dynamic.
>
> #2 is highly debatable and it’s not necessarily an argument for sprint per-se, just an argument for complexity in a general sense; sprint doesn’t really increase the number of things that can be happening that a skilled player must track, it’s much more a change than an addition and I’m not sure any pro or top-skill players have ever argued that Halo 5 has a higher skill gap than older games because of sprint; it makes things different but you’d be hard pressed to argue that it makes things more skill-based
>
> #3 Unless “we want to be similar to other games” is a principle of your design, this is irrelevant. Anecdotally, “we want to be similar to other games” has been pretty much shown as a disastrous design idea for Halo… Halo 4 was more or less definitive proof of this.

The whole point of that argument is that it isn’t objective, and that you’ll disagree with it. It’s not an honest argument. But I’ll work to make it seem a bit more objective for a moment:

Sprint is “”“objectively”"" good for Halo because - It acts as a basis for moves like slide and spartan charge, which increase the number of things that can be happening at any given moment. - Increasing the number of things that could be happening at a given moment is good design because by increasing the number of possible states that the game can be in, it demands and facilitates a more broad range of both actions and reactions be used from moment to moment. - Good competitive multiplayer design should provide a battle of wits, and accentuate even small gaps in wit. - Small gaps in wit become more evident as mental strain increases. - Therefore, because Sprint adds states to the game that would not have been there before, and more states necessitate more mental faculties to consider, Sprint is objectively good for Halo as a competitive multiplayer game.*Now I want to make it clear - I don’t agree with this argument. It essentially devolves into “Halo should include Math puzzles that have a direct impact on gameplay” if you think about it for more than a second.*There’s probably something to argue with in there. But surely, you can see that eventually it’s going to come down to an argument over what good design is. And if you can argue about what good design is, you’re conceding that it’s based on perception (because different people can hold different views on what good design is, that are at least consistent), so arguments that lean on any definitions of good design are inherently subjective.

No matter how well argumented, supported and liked an opinion is, as a judgement of value, it is always subjective. not objective. a well argued subjective matter is still subjective.

this discussiuon should be handled by quasi essays, consideration and civil debate. There is only a percieved rightness to be found, no ubiversal truth.

I think further presenting and re-debating the definition of objectivity, although this definition is very important, would halt this threat. I think kindly and intentionaly overlooking this problem (unless it harms the debate(trough obvious misunderstandings) ) would be usefull for the debate as a whole.

> 2533274956613084;1935:
> Just because you observe any number of “clear pillars” in the game design of Halo games (or you recognise some pattern), doesn’t mean that the pattern that you see is actually designed, or “core” to the design of Halo in anyone’s mind but your own

If the design is there, then it is designed. 343 didn’t throw cats on the keyboard to code the game. I make no claims about the relative value (i.e. rather they are “core” to the design or not) of those designs, but it is beyond any doubt that they exist and that they are a part of what distinguishes Halo’s multiplayer from that of other shooters.

You keep trying to put words in my mouth, or to nuance my arguments in ways I have sought carefully to avoid, so that you can accuse me of being subjective in my arguments. Please stop.

> 2533274956613084;1935:
> these “two pillars” were not solely ignored in the “trainwreck” that was Halo 4

They were two of many things ignored in Halo 4 which led to it being a trainwreck.

> 2533274956613084;1935:
> I want to hone in on two words: I observe.

> 2533274945422049;1937:
> There is only a percieved rightness to be found, no ubiversal truth.

These two statements are the crux of the issue here.

To the former: the fact that a person observes something does not suddenly make that something a matter of subjectivity. I observe that 2+2=4 and 2+2 does in objective fact actually equal 4. It doesn’t equal 4 because I observe it, and if you observe that 2+2=5, that doesn’t magically change how math works in reality; you would just be wrong. Likewise, I observe that Halo’s arena multiplayer is designed with equal player starts and control of specific locations on the map as basic elements of its gameplay, and Halo is in objective fact designed with equal player starts and control of specific locations on the map as basic elements of its gameplay.

To the latter: that is a self-refuting statement. Keep the bad philosophy out of here.

@Primus Ego Sum

The TL;DR of what everyone is trying to explain to you is that the word “bad” you’re using is fundamentally a subjective word. We can’t make you not use it, but we can say that it’s unnecessary, it doesn’t make your arguments stronger. In fact, it actively detracts from the points you’re trying to make. Essentially, there are two things at play here:

  • In standard usage, the word “bad” implies a value judgement. - As a consequence, the phrase “objectively bad” is a value judgement which asserts that all other value judgments are wrong.It doesn’t matter whether you intend to communicate something different or not. This is how your language naturally gets interpreted by people. These implications make people less willing to listen what you have to say, because people don’t like being told that their values are wrong. This goes doubly so when the subject is a game that’s ultimately about fun.

Again, I want to stress that none of this may be your intention. Maybe all you want to communicate is that there are some principles, and sprint contradicts them. However, the onus of communicating what you want people to understand is on you. At the end of the day, you’re free to keep using the phrase “objectively bad” if you wish to. But you should only do it with the understanding that using it will make your posts sound less convincing and will make it more difficult to communicate your ideas to others.

If there’s one thing I’ve learned about internet debates, it’s that there are two ways to have one. One is to participate in a self-indulgent monologue, and the other is actually trying to explain your views to others. I’m saying this with full awareness that I’ve been guilty of the former far too often, but hypocrite or not, I’m still going to challenge you to consider which one you want to have.

I think at this point it’s worth making the following point as well: EVERY Halo game has elements of its design that are bad. This is fairly simple to observe and shouldn’t surprise anyone, as no game winds up being perfect. Easy examples to spot, in addition to sprint, would be thing like the BR spread in H3 or the vanilla implementation of bloom in Reach.

You can make a good game that happens to have bad design elements. But if you remove the bad design elements, that game gets better.

@tsassi
Maybe “bad” is communicating something I do not intend - and it certainly seems that some people have heard me implying things I do not mean to imply, such as “people are wrong to like sprint” - but it really does seem to me that, if I am correct that sprint introduces a contradictory design to the game, that it is fair to label that as “bad design”. That doesn’t seem too unreasonable, but if people would prefer “counterproductive design” or “self-contradictory design” then by all means sub that in for every time you see me type the words “bad design”.

I do intend a value judgement about the quality of the game relative to itself, considered with or without sprint. In other words, I don’t think it would be fair to say the following:
Halo 5 is worse than Halo 3 because Halo 5 has sprint and Halo 3 doesn’t
That statement seems to me to be borderline nonsense. It’s apples and oranges at best.

But I would argue this:
Halo 5 would be better (or at least better designed) than it already is if it had not been designed around sprint

> 2592250499807011;1940:
> Maybe “bad” is communicating something I do not intend - and it certainly seems that some people have heard me implying things I do not mean to imply, such as “people are wrong to like sprint” - but it really does seem to me that, if I am correct that sprint introduces a contradictory design to the game, that it is fair to label that as “bad design”. That doesn’t seem too unreasonable, but if people would prefer “counterproductive design” or “self-contradictory design” then by all means sub that in for every time you see me type the words “bad design”.

Perhaps to get to the bottom of this, suppose that we all agree to play along and admit that sprint is counterproductive/self-contradictory/bad design. The question is, why should anyone care? Why should we care? Other than because of the ominous “[negative adjective] design” itself, of course. Since surely, we wouldn’t want [negative adjective] design in our game now, would we?