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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:
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> > 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.
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> At best, even if it didn’t cause gameplay problems, it would still suggest that it didn’t benefit the game enough to include.
Indeed, so what about Reach, then? Were the armor abilities introduced as a way for Bungie to work on the development of the gameplay in Destiny? Or, did they use Halo 2 and Halo 3 to focus on the Sandbox, so that they could start introducing new ideas to see if they worked? The idea of the jetpack was around since CE, and it finally showed up in Reach. Why wasn’t it included earlier? Boarding Action would’ve been completely different with it. The Mongoose wasn’t introduced in Halo 2 because they were having issues with its physics, but that issue was apparently resolved, as Halo 3 had them. Why wasn’t sprint touched again until Reach?