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> > > > > Sprint doesn’t slow the pace of the game That’s utter rubbish.
> >
> > Again. We have proven that Sprint heavily breaks the game.
>
> False.
>
> The only thing you’ve effectively accomplished here is to endlessly complain about why you personally don’t think sprint is good for the game. You’ve proven nothing about it supposedly “breaking,” the game- sprint works just fine in Reach, H4, and H5. Aside from your own griping, there’s nothing “broken,” about those games; nor would Infinite be any worse for the wear with sprint’s inclusion.
- Time to re-enter the fight. There’s a careful balance, especially with objective games, where killing a member of the other team doesn’t just give you a point or a new vid to plaster on your youtube. It’s about freeing up the battlefield. Kill this guy and he has to respawn, putting his team at a disadvantage while you play the objective or mop up his team. By giving players an automatic button that enables faster movement you reduce the time it takes that player to re-enter the fight. This can cause chaos and reduce the skill gap. Rather than players taking control and making pushes when they see a good opportunity, it’s likely that the team will respawn and be back on you before you’ve reloaded. The only way to mitigate against that is through map design. This takes us in to number 2.
2a) Map design. Because players have new speeds and abilities for traversing the map, all that needs to be taken in to account when designing a map. This means the distance between locations either have to be extended, or the travel time is thrown out of whack. People have tested this, and it’s definitely been a factor for 343i when designing Halo 5. So the end result now, isn’t that players are entering the fights earlier, but that they are forced to sprint in order to traverse maps as fast as they did in classic games. As you can see in the video, Halo 5’s sprint is actually slower than Halo 3’s “jog”. 343i have turned what was as simple as pushing a stick in the direction you wanted to go in to a whole mess of button pressing and forward movement just to be able to achieve the same goal. Players are spending more time sprinting forward as a result.
2b) Map control. With the change in the maps’ designs, comes a change in the controlling of the maps. This was a key feature to Halo. Unlike the sprinting and killing of COD and even Battlefield, holding down key spots was essential to victory in Halo. But because players are encouraged to move around, and because they can no longer lock down more than a corridor (with the maps being so larger and isolated now) it’s no longer viable to just hold that position. Because you can no longer gently switch positions, you either camp where you are and likely get the other team flush you out, or you sprint between two locations and let your guard down. Gone are the days of swiftly swapping holding points to keep the other team down while also watching your own flank.
3a) Combat readiness. Because of ‘2’, players aren’t ready to cover and support teammates, they aren’t even scanning their surroundings for enemies or teammates, because they are too busy looking forward and trying go from A to B. This has a dramatic affect on the way the game is played. It’s no longer a team based game, it’s more about just sprint down this one long hallway and maybe if you bump in to someone, shooting a guy. It takes all the teamwork right out of the game, and compared to games the classic games competed against, like COD, this was one of the defining aspects of the franchise. That teamwork was key.
3b) Combat distances. Because of those increased map and corridor sizes, instead of fighting a guy at close to mid range with ARs and BRs, you fighting at mid to long ranges. This throws off the balance and roles for the weapons. But since all that has gone right out of the window, the way individual combat unfolds.
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Weapon roles. So along with increased grenade radius because of the increased movement options, you also have shotguns, SMGs and ARs that can zoom and since you are most likely fighting one enemy who is sprinting all over the place the weapon damage has to be increased in order to make sure getting a kill is possible at all.
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and lastly. Complexity vs depth. Now this one is key for me. It is actually a thing that goes in to every game, for every genre and every mechanic. The basic idea is to get… forget it. Watch the video. Then come back here and read the following. Sprint adds zero extra depth, but adds to the complexity. This is a not only useless to veteran players, but also off putting to absolute noobs to video games. It’s why Halo 3 had such a big following. It had a huge amount of depth for long term players, but its complexity was very low. It asked very little of players to learn how to play and to be able to play.
Sure, some players might find Halo 4 and 5 fun, but also look at the fact that Bungie looked at putting sprint in Halo 2, but it didn’t work, and the mechanic still didn’t get it Halo 3. It wasn’t until Reach that Bungie finally put Sprint in Halo, but only in a very limited form. You have to ask yourself, “If they wanted sprint in Halo since Halo 2, why did it take so long, and why did it only really half get in there under Bungie’s watch?”. Maybe because Bungie realised early on that sprint broke the very core design that had set out for Halo. Sprint breaks Halo. From the maps, to the weapons, to the very experience that players are presented with.
