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> > In this situation you posed, it’s not practically possible to predict to any degree of accuracy that amounts to more than random guessing. The ultimate reason for that is that you have no real preference to put the candy under either cup that I could know about. But that’s besides the point. Let’s consider a different situation: we’re playing chess, and the situation is not a stalemate. Without needing to give any more information about the state of the game I claim: there is no way for you to know which move I’m going to make next. But somehow chess is still considered one of the most predictable and skill based games in history.
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> > The problem with your argument is the assumption that I need to be able to know. But I claim, if I was always able to know, the game would be uninteresting because the end result of the game would be determined at the start of the game. Games where either of the players can know what the other will do next are incredibly boring. Games where both players need to predict what the other player might do are the interesting games. After all, I don’t need to know what you will do to win. I just need to 1) be able to weigh the likelihoods of different outcomes, and 2) be prepared for when I inevitably predict wrong.
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> > Let’s go back to your candy cup game for a moment. From a design perspective, there are two inherent flaws in this game that make it shallow: 1) the choice of cup is entirely irrelevant to you, and therefore I never have more than a 50% chance of winning, i.e., my choices amount to total guessing; 2) when I inevitably make the wrong choice, I have no way of rectifying my error. Most games that people play seriously don’t have these problems. For example, in Halo, players tend to prefer certain routes on maps, and they can’t help it. If you play with one player enough, you can’t help but learn their habits, and be able to predict their choices in a way that amounts to more than blind guessing. Even players who you don’t know tend to make their choices in somewhat predictable ways, because not all choices are equally favorable to them. On the other hand, in Halo I can often rectify my errors. Say I miss a shot because you make a strafe that throws me off. I can still step up my game, try to be more accurate, predict better, and move more unpredictably to still get the kill. It’s not game over for me if I make the wrong prediction.
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> > However, as I have said, player generated randomness is completely essential. In fact, it’s inevitable. Any game where players are allowed to make choices, you can never know what a player will do. You can predict what they might do, but you can never know for sure. However, player generated randomness is also absolutely essential for competitive gameplay. If we have a game where all choices for both players are trivial, i.e., completely obvious, it’s not a game at all. It’s just two people mindlessly executing a series of deterministic instructions. There is no skill in it beacuse neither of the players needs to think what the other player will do.
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> > You do, however, raise a point which I intentionally passed over which was not relevant to my point: the right amount of player generated randomness has a delicate balance. Obviously, as you already concluded, if we turn the game into total guessing, there’s no skill in it. On the other hand, as I already concluded, if we make all choices completely trivial, there’s no skill in it either. This means that there is some point, some amount of player generated randomness, where letting players be any more unpredictable would be detrimental, but so would be making their decisions any more easily predictable. In other words, there’s some optimal amount of player generated randomness that we’d ideally want. Jokingly, you could say that the whole process of designing competitive games is a process of seeking this optimum.
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> See, in that candy cup game of mine the player who sets the candy and the cups is working as a Random number generator(I know there are no numbers but bear with me). The reason there is no way to predict anything is that the players don’t have any reasons or motives to go for a particular cup. Ofcourse, you already knew this.
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> So I’m saying that you and/or SiN SHOOT2KILL can’t just say that sprint adds depth to the game because it’s created by the players.
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> “Games where both players need to predict what the other player might do are the interesting games.” This is what we need to be talking about. What does predict mean? Because in the candy cup game, depending on the perspective, you could say that you need to predict what the other player might do or you might be forced to guess what the other player will do. The same can be said about sprint. Are you able to predict or are you forced to guess? How can you predict your opponents moves, when everyone has the ability to change their speed whenever they feel like it? Can it be done consistently? And is this subjective or can it be measured? I’m not asking you, but feel free to answer.
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> The tragedy behind sprints flow prediction is that while it makes flow prediction harder, it also makes it more random. There will be times where you’ll have your numbers down but that guy just happened to be there because there were so many options and routes he could take and to kill him you should have just gotten lucky like he did. I think that we should get rid of those free kills and deaths that sprint provides. It’s not like the flow of the PvP environment was obvious in any Halo ever.
This is the main reason I dislike sprint. If you have adequate map, spawn and game flow knowledge, as well as an accurate prediction on what the opponent is going to do at any given time, there should be very little to no guesswork or surprises. By throwing another variable into player movement you add to the guesswork, and even with accurate prediction on the goals of the opponent you can end up surprised.
Now, sprint isn’t the only mechanic responsible for this effect. Other SA’s cause it as well, particularly due to map design and how you can utilize them for so many shortcuts on maps. But it definitely contributes.
The trouble is whether this, and the other ways sprint alters the game, are good or bad is based on opinion. Despite what zealots say on either side of the fence, Halo can function with or without sprint. Hence the reason 99% of this thread could not exist and the views on the subject would remain the same. All the back and forth is based on, “I like what sprint does.”, or, “I do not like what sprint does.”.