> 2533274801176260;7:
> Two things here:
>
> A. Halo CE having one less aspect to think about is wrong You never exclusively choose whether or not to sprint in “modern” games.
> B. What you are describing is not the pace of the game
*Quote - You never exclusively choose whether or not to sprint in “modern” games.*Not sure what you mean by this. Every decision in game is used in relation to overall game situation.
But to your Halo CE example, I’m going to replace every time you mentioned the word “Sprint” with “advanced movement”. Cuz no decent H5 player just sprints around. If you break down the use percentage of the mechanics…sprint slide and thrust will all have pretty much the same usage.
So anyway. How are you thinking about movement mechanics in Halo CE in the same way as you do in H5? Thats my point
Lets take an example. If I’m at tower 1 in The Rig and I have a player above me. I have to think about whether I want to spring jump to tower 2 or choose a more traditional path.
Now lets take Prisoner map in HALO CE. You only have the options offered to you by map design. You don’t have to think about movement to take advantage of a situation cuz there is no movement skill gap in classic Halo. With the exception of crouch jumping but that’s about it. And that’s super easy to master.
Essentially resulting in one less aspect of the game to master.
Quote - Want to engage in combat? Don’t sprint. Having your gun always out doesn’t mean you’re always engaging in battle. If I’m weak and back off strongsiding in classic halo, I’m actively disengaging from a fight. If I get someone weak and sprint-thrust-slide to finish them off, I’m actively engaging in a fight. Engaging in a fight just means you’re putting yourself in a position where you’re about to fight someone. What you’re talking about is having the option to always shoot. Which means you’re always ready to engage in a fight.
Which is a trade off in h5.
Do you always want to be ready to fight? Or do you want to gain positional advantage? Or do you wanna mix n match?
Removal of Choice. The way classic people see it is
H5 offers map traversal while taking away the ability to shoot. When reality is…H5 offers different degrees of map traversal while taking away the ability too shoot. So it takes away one choice and replaces it with multiple depending on your movement skill level. (All of this while retaining traditional halo fundamentals skills)
Lets take an example. Let’s say I get a player weak on pink tower on truth. My goal is to gain control of pink tower by backing that player off or killing him.
In H5 I can
- choose to walk over and have my gun out all the time
- sprint thrust slide up the ramp (can’t shoot)
- jump thrust to top mid. (can’t shoot)
- use the geometry on tower to sprint thrust slide up vertically to the top of tower. (can’t shoot)
- rely on teammates to finish up the kill
All of these are readily available and viable options with varying degrees of success depending on game situation.
Now same scenario in classic halo.
- I can walk up the ramp
- Rely on teammates.
And that’s it.
The movement mechanics offers me multiple options/decisions for one particular micro objective. And that level of freedom should rightfully have a tradeoff (which is taking away the ability to not shoot)
Circling back to your CE point, that’s why H5 is more demanding than classis Halo. The need to be good at movement in addition to traditional halo skills. You don’t have to think about how you choose to move in Classic Halo but its about the map route you take. In H5 you have to do both.
PaceWe both have different definitions. We cant say the other is wrong when we can’t agree on the definition. But yeah I agree. If I create a custom game mode with a very small map, quick respawns, and super quick ttk. I will get a lot of interactions regardless of movement mechanics. But that doesn’t reflect on the number and variety of factors you have to think about in game. Which is what I meant by pace. We can rename it to “game sense” or something.
Anyway that link you posted has number of research gaps. Biggest fallacy is linking match duration to fast gameplay. If a match ends super quick it doesn’t mean anything other than it ended quickly. Same goes for kills per minute. You can’t link a random variable to a hypothesis without controlling for all other factors. There are soo many things that could explain short games and high KDs. You wanna evaluate how fast gameplay is…? Look at the gameplay.
The following is a better explanation as to why Classic Halo CTF is shorter than H5 CTF game.
In classic halo its super hard to break out of spawn trap. So if the score is tied 2-2 on midship flag. And the enemy team is perfectly set up and has a number advantage…it is 99% guaranteed game over. That’s why games end quick. Losing side has little no chance for a comeback if the winning team is on top of things. (room for error for losing side is small, room for winning side is big). However this is not true in H5. The concept of overextending in H5 is faaaar more prevalent compared to classic halo. In H5 you still have a veery real chance of bringing the game back even if the last flag is more than halfway away from your own base. Which in turn makes the game longer. (room for error for winning side is small. Room for losing side is big)
Does this inform how fast the gameplay is? Not really. It just informs why flag matches tend to be longer in H5 than in classic Halo. As for higher KDs, you have higher degree of survivability off spawn in H5 due to the advanced movement. It doesn’t really mean there are fewer interactions.
So to conclude…as I mentioned…sprint is not required for fast gameplay. But that doesn’t mean I will reject a game that has fast fun skillful gameplay solely based on the fact that it includes sprint.