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> > > > > Safe to assume this is a rather controversial topic in the scope of this franchise. Outside of feeling immersed in the lore, is there a competent argument for sprints continued inclusion? Lets avoid talking about how COD and “all modern” shooters have it, why should halo have it?
> > > >
> > > >
> > > > what makes an argument competent?
> > >
> > >
> > > Not being a one line biased opinion with no reasoning behind it, no “I don’t like sprint” or “sprint is cool”.
> >
> >
> > ok. Fair enough, though public opinion is itself an argument for doing something. If players expect sprint, not having it can lead to issues. But a good game should be able to overcome a expectation like that.
> >
> > But, if I had to argue for sprint in a game like halo, I would say that sprint offers…
> > 1. greater play engagement in the game- you feel more like you’re there. Clamber is similar. It can be an effective tool in telling stories.
> > 2. Sprint allows for larger maps that dont necessarily depend on vehicles or gimmicky teleporters. Larger maps, in turn, allow for more players in a given match and thus a greater scale to combat.
> > 3. Sprint facilitates combat engagement, and can create frenetic bouts of combat- you get back into the fray faster.
> > 4. Sprint affords designers with more options when creating routes through a map or stage and It can be used to reward player knowledge of a levels design- that is, which jumps need to be made at a sprint to be successful, which gaps in cover must be sprinted to be safely crossed.
> > 5. Sprint allows for additional attack/movement options (shoulder charge and sliding).
> > -2a. Sprint is a stop gap for when vehicles are unavailable (a minor point different from design options in 2).
> > 6. Sprint can be used to promote different tactical movements- crouching takes you off of radar, normal movement you are visible within a range, sprinting you are perceptible at further ranges- even potentially tagging a player temporarily.
> > 7. Sprint can be used to create meaningful risks if tied into other systems- shields, thrusters, sprint can all make use of a “stamina” that recharges, meaning sprinting can render your shields vulnerable or you unable to juke most effectively.
> > 8. Sprint can make objective games have additional/alternate depth. Carrying a payload negates the ability to sprint.
> > -1a. Temporary removal of sprint can be used to convey story elements, possibly damages to the player character.
> >
> > I’m sure there are more. Are these “competent”?
>
>
> Those are already far more competent points than “MUH SUPAR SOLDIER” or “ITS CURRENT YEAR”.
> Unsurprisingly I still disagree with most of them.
>
> 1. Immersion. As a general rule I really don’t care about feeling like I’m the one inside of the game, and if virtual reality ever becomes the norm I’ll probably quit gaming altogether.
>
> 2. Quake maps can also be quite huge. It’s more accurate to say that faster map traversal allows for larger maps.
>
> 3, 4. Questionable.
>
> 5, 6, 7, 8. All essentially the same point when you get to the core of the argument. That sprint can potentially add depth or be a part of mechanics that add depth. There’s more than one way to skin a cat. There are other ways to add depth to the game and I’d much rather pursue those ways. Also some of the things you listed, like Slide, don’t actually require sprint in order to exist.
I dont disagree. The point is that the upsides for sprint are tangible, and the whole thing comes down to preference.