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> You definitely make good points as to why people play COD, Destiny and overwatch. I think youve hit some of the main points as to what makes a popular game, and obviously to any way else reading this there are other things like campaign, scale of multiplayer (eg the number of friends you can play with), competitive scene that contribute to a popular game.
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> I think some people would say that H5 is not that hard to play compared to H3 and yet H3 sold more than its successors. While i do think a games ease of access to casuals is a factor im not sure that its the main contributor for H5 selling 5 million compared to the classic games selling more.
If I may, I’d like to throw a few of my thoughts in here. I consider myself somewhere between casual and hardcore when it comes to Halo. I’m an older gamer… but I game A. Lot. So I tend to put myself in that same ‘category’ no matter what game I play. That being said, I’m speaking only for myself, not other “casuals” or even… semi-casuals?
I found H5 gameplay to become boring and frustrating more quickly than any of the previous games. Even H4. What has made it boring IMO is something that’s been touched on here. Easy to learn, hard to master. What baffles me is why anyone would want to stray from that philosophy in the first place.
Depth of gameplay? This is so often used by ‘Nu-Halo’ fans to support not just sprint, but most of the new moves in the game. I actually believe it’d be a more accurate statement to call it complication of gameplay. How does adding a ton of push button mechanics add to depth? Maybe it depends on one’s interpretation of ‘depth’ but I don’t see a bunch of fluff mechanics adding depth… they simply change the encounters.
I mean the basic goal of any game/type is to kill enemies (human or AI controlled) and/or avoid being killed long enough to accomplish an objective. I can recall many games in H2, 3… where my team had to come up with intricate plans on getting the flag from our opponents (so many white knuckle games played on awesome maps like Midship). Not one single time in my many games played, while I was getting ready to jump into a lift and praying that my 'nade placement would be perfect and I could grab the flag and make it out… or while I was cautiously patrolling and hoping I’d catch the one who planned on getting in during the chaos of an attack to get our flag, did I ever think “this game could use more depth”. Nor did I ever think any of the gimmicky mechanics (sprint included) actually added any depth.
Did they change how the game played? Yes. They had an impact on the flow of gameplay, but IMO, it’s the only thing they had any impact on. Pace? Movement speed? No… those are sought after and attained by the devs. They’re nigh predetermined. The only way anyone is going to find a game’s pace to be faster, or feel like they’re moving faster is if the mechanic which promotes that is added after the game ships and no other changes are made to compensate for it, simple as that.
I think those who say all these mechanics (sprint included) ‘add depth’ are using it to displace complexity. I find that before we had all the push button moves, the encounters were actually more intense and more spontaneous. This isn’t perfect, but I can’t think of a better way to say it ATM. Before sprint and all the fluff mechanics, you had to think and plan 3 moves ahead of your opponents… now you have to think 3 button push moves. It’s not that encounters feel predictable, but it kind of feels like all these mechanics that mean to ‘spice it up’ also ‘dumb it down’ in a way. It feels pre-programmed to a degree. Maybe I’m just trying to say I like the less is more approach? I’d rather think outside the buttons.
And speaking of pushing buttons, I think about it like this. The vast majority of the time I play… any game… not just Halo, I want to move as fast as possible to get where I want. I mean who wouldn’t? So why should it be that I need to push a silly button to do that? Of course, there are times when I may want a more tactful and/or stealthy approach. But those times are usually much less frequent in occurrence. Doesn’t it seem more logical and less intrusive, less hassle to be required to push a button in order to use a mechanic that is used less often? But wait, that’s already there… it’s crouching-crouch walking. I mean before we had sprint, it was there and it worked beautifully and made sense. Want to slow down and be more tactful and stealthy? Crouch walk. Now it’s like we have 3 different speeds, in a way. Crouch walking being the slowest, normal movement which varies with thumbstick position and sprinting… and we have to push a button to attain 2 of them. Jeez, I sure hope someone doesn’t get the bright idea for a jog mechanic to change things up. I can hear it now.
‘Hey fans, we’ve decided for the next game in the series that there will be even more available Spartan speeds for traversal! You’ll still have a crouch walking button for slower tactful approaches, but now your thumbstick movement will start off with a slow “saunter” and end with a pace we’re calling “brisk”. You’ll click your thumbstick to enter “jog” mode and you will click and hold it to sprint. We think this will add more “depth” to the gameplay…’