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> This argument is easily settled. Slayer games in Halo 5 last to 50 kills, as do Slayer games in Halo 3. If you find a player who has played both games and take, say, their last thirty Slayer matches in both games, you can calculate the average match duration in both games and compare them. If you’re worried about sampling from one player, as you should be, you can find a bunch of different players. This is a situation where the resulting averages are likely to be very close, so it’s also necessary to take into account the error in the sample, because the times might fall within a standard deviation of each other, making the results inconclusive.
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> Either we find that one game has higher average match duration, or we find a result that is inconclusive, which may imply that there is no real difference in match duration. Either way, there’s no point going back and forth about it when we can do some science. This is something I may or may not end up doing myself, but I’m throwing the idea out there for anyone else who cares way too much about being right on the internet.
I looked something similar up during Halo 4. Think Halo 3 matches were about a minute longer.
I’d however hardly say that would prove the mechanics themselves provide a significant boost to the pacing or gow fast a match plays. Given that map design and weapon designs are different. Let’s not forget spawn systems either. Halo 3 had its moments, but there have been plenty of moments in Halo 5 as well.
Two extreme examples to better showcase the point.
Halo 3 Octagon 4v4 first to 50. Would play rather quickly, no?
Halo 5 A BTB map 4v4 first to 50 woulf be significantly slower, no?
Then we have examples such as SWAT with mostly instant kill times, those matches too are quick.
I never dabbled that much into proper 2v2 in Halo CE, or ever for that matter. If we’re however to trust those knowing what they talk about, Halo CE 2v2 goes to 50 while it now goes to 25. Now of course I don’t know match times but given that information, can we get examples of times for Halo CE 2v2s? Could we assume that if it’s less than double of current first to 25 matches that tge pacing in CE is faster?
In short, I’m more confident that certain attributes of the games play a larger role on pacing than mechanics introduced around which the attributes are molded to get a certain pace / flow. The mechanics “force” changes, but the “attributes” are the ultimate pace deciders, and that part is up to the designers, no?