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> > > > > > > > Those animations didn’t even make it out of the alpha. In the behind the scenes video that I watched, it was explained that Bungie always started with the story, and then designed the rest of the game around it. As for what that means with regard to the existence of sprint animations, I guess it’s up to you to infer what that means. Who knows, maybe it had something to do with hardware limitations, and the possible implementation of sprint would’ve been so limited that it was deemed an unnecessary use of resources. But then, there’s Occam’s Razor.
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> > > > > > > Could you link this video to me? Because quite honestly, I’ve read the exact opposite. If I recall correctly it was in an interview with german magazine “Gamestar” from april 2000, where they said: “… denn die Kampagne für den Einzelspielermodus wird nach alter Bungie Tradition erst zum schluss festgelegt”, roughly translated “…because, according to old Bungie-tradition, the campaign for single player is only established in the end.”
> > > > > > > Unfortunately all scans of this interview are down, and I only found one guy quoting this text passage in a forums. If need be, I could try and find the magazine myself (if I even own it), but that might take a while, as all my old stuff is in my parent’s house.
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> > > > > > Upon watching it again, I’ve decided that I might’ve misinterpreted the context. However, is it reasonable to assume that sprint wasn’t necessary for Halo 2’s story? Why didn’t Bungie’s documentary mention sprint? Sprint has effected the art and design of Halo 5, so there has to be some reason as to why it was scrapped so early on in Halo 2’s development. The main two that come to mind, for me, are:
> > > > > > 1.) Hardware limitations, this could be anything from the amount of potential scripts that need to be ran, to rendering issues.
> > > > > > 2.) It altered the gameplay, which wasn’t what Bungie wanted, for one reason or another.
> > > > > > There are other possibilities, e.g. story telling, level design, the design of the music, etc.; however, the two that I listed above seem like the most likely explanations, IMO.
> > > > > > Anyway, if what you say is true, then that means that multiplayer was designed before the campaign, right? If that’s the case, then sprint being cut in the alpha is–interesting. Maybe it provided too many challenges to Halo 2’s development, I’m not sure how they would change the core gameplay without having to change other aspects of the game as well. Maybe it was just an idea that was only entertained and then put away. As for it resurfacing, and being a reality, in Reach, that’s another point that deserves further discussion.
> > > > > > I also found this to be really interesting.
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> > > > > Concepts are tested and scrapped all time. They can’t all be winners, so when they’re not they get cut. There’s no reason to bring up a mechanic that didn’t even make it past the testing phase. A Halo 2 animator said as far as he could recall it didn’t even come up during development in Halo 3, so they hadn’t even tried to test it. If it was something they were forced to cut in Halo 2 for reasons other than gameplay, I’d imagine they very likely would’ve tried it out again. Obviously, with Halo 2 they didn’t realize how much time they needed, so they would’ve been more prepared during Halo 3’s development in that sense.
> > > > > At best, even if it didn’t cause gameplay problems, it would still suggest that it didn’t benefit the game enough to include.
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> > > > at best? Maybe yeah, but you would have to define such a benefit to the game. If it was included later was that then a benefit to the game?
> > > > After the success of halo 2 and the failures of halo 2 do you think bumgie was really looking to revolutionize their game? The exclusion of a spint mechanic could have been from continued creative pressures to finish the product fully and on time. Equipment were little more than new weapons and new weapons are par for the development cycle, whereas the inclusion of sprint would have meant a lot of work with animations at the least, and hours of testing elsewhere. Its exclusion might have benefitted the game by giving them the time to finish.
> > > > With Reach, Bungie was more free to do what they wanted. Doesn’t that suggest sprint was something they might have wanted to do, but were under too much pressure to fully realize it?
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> > > I touched on the possibility of pressure to release Halo 2 in that post. As far as I know, Halo 3’s development didn’t suffer from huge cuts or change of plans as we all know Halo 2 did. That was likely because they were better prepared in terms of getting things done on time. Had sprint been something they really wanted to include since Halo 2, they probably would have tested it right away at thestart of Halo 3s development.
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> > > I’m not sure why you say Bungie was any more “free to do what they wanted” with Reach than with Halo 3. It took the same amount of time and was arguably a larger game all around. Did they say there was less pressure with Reach?
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> > I dont think they did say, but being done with the trilogy certainly relieved some pressure creatively. Its a new game with new characters, there’s freedom there to do something new with abilities that might feel more dramatic. Its halo, but a different halo than the trilogy, so why not dredge up some old ideas they chopped for [reasons] and go nuts with the equipment from halo 3?
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> > Being good enough for reach but cut from 2 makes you wonder what they were thinking.
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> I don’t really wonder. Seems obvious to be that they used Reach as a testing ground for what they wanted to do with Destiny. They were calling it the “definitive Halo game” even with game changing additions like bloom, armor abilities, and loadouts, so that didn’t make any sense. It was the last Halo game they had to make, after that they didn’t have to worry about it, so why not test new ideas in a full game? Had sprint really been something they thought would be particularly good, they would’ve added it as a base ability.
Yeah, they probably were testing things out. Reach was the best place to test things. Halo 2 was the first good testing ground being that it was only the first sequel and they weren’t looking back at years of precedence for gameplay. Reach the next best once the trilogy was over (odst too, but that was built off of the Halo 3 engine in a pretty short period of time, so I dunno how much experimenting they were able to do). And this takes us right back to why was it cut in the first place. We cannot know because we haven’t yet seen anything definitive. Halo 2 was pushed out in a hurriedly finished state (though still -Yoink!- good). halo 3 was more halo 2 but on the next console. and Reach, though very familiar in many ways, also contained some of the biggest departures from what was done in previous halos- because the trilogy was over? because it was their last halo game? who knows.
you say it would have been something added had it been particularly good… and yet we see it in Destiny. Doesn’t that say that sprint is something they’ve wanted to do all along but couldn’t fit into the games for [reasons].
I would like to know those reasons rather than speculate. But no documentation for it exists so far as I’ve seen. after-the-fact interviews or tweet might be interesting, but I wouldn’t give them much credence so many years later, humans being what we are.