Not trolling, just genuinely curious. Why (besides nostalgia) do you want Halo to return to it’s classic movement style?
Personally I feel as long as the maps are constructed with advanced movement in mind it’s not a bad thing to have in the game, but I’d like to hear people’s reasoning.
I like the simplicity of it. It’s how it started out and in my eyes defines what Halo is, changing that to the extent H5 does makes it not really Halo to me. Not that I think H5 gameplay is bad, just not Halo. Also like you said about the maps, you have to fundamentally change the design philosophy of maps to incorporate movement, meaning they are not Halo maps to me. Again, doesn’t mean the maps are automatically bad, just that they’re not Halo maps. Also the classic movement style is much better for vehicles and BTB maps in my opinion, which is my all time favourite mode.
Because I never got a good understanding of how/when to use ground pound, thrust, slide, slide-jumping, slide-jumping-thrust, and charge effectively. Always seemed like other people used them better than me. It felt complicated. And when I think back on less complex movement systems, even going back as recent as 4, I feel like I had a better handle on the mechanics.
I don’t mind sprint, though, so I wouldn’t say I am looking for Halo to go back to strictly “classic” movement.
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> Why Do You Love Classic Movement?
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> Why do you want Halo to return to it’s classic movement style?
These are two different questions with two different answers. To the first, I second Naqser’s answers: because it’s simple, and has sufficient depth I don’t believe past Halo games have explored fully. Simplicity is desirable, because the less rules there are for the player to juggle in their mind, the less mental effort goes to processing the trivial implications of those rules, and the more mental effort can be spent on understanding the nontrivial implications, which ultimately allows the player to explore more of the game’s depth.
When it comes to the second question, the answer is related to, but not the same as, the first: I think the Halo 5 brand of advanced movement has introduced a great deal of additional complexity to the rules of the game without adding a sufficient amount of depth to justify the complexity. With that said, I don’t think returning to classic movement is necessarily the optimal solution, which means that strictly speaking I don’t “want” Halo to return to classic movement. I’m open to addition of nonclassical movement mechanics, but the implementation needs to be different from Halo 5’s shotgun approach, and hold on to the principle of maximal depth from minimal complexity. I think that would be the most optimal solution in an ideal world, but it carries more risks than going straight back to classic movement. So, classic movement is the path of least risk to something better than Halo 5.
I liked how you could tell how good someone was just off how they moved. Seeing what jumps they knew etc. I feel like modern halo maps and this movement system kind of took that away.
Sprint and other movement mechanics take away a players option to shoot, and cause the maps to be stretched out to compensate for the new speed. I always felt like sprint was a unnecessary feature in a Halo game, but then again I’m a counter strike player. I like simple mechanics that build off of each other to create a complex system, not the other way around. Depth is a big part of keeping good players playing and casual players interested in learning.
I felt after the first couple of months I had done and seen everything Halo 5 had to offer and stopped playing.
Classic movement style is what defined Halo from every other game imo. I cringed when reach added sprint/abilities, & so forth with H4. H5 did it a bit better. In H1-3 It just seemed to work well with the gameplay mechanics & the maps. We all have seen the videos where sprint is just an illusion and movement speed can be turned up or maps made smaller to accomedate for this. H5 to me leaned way too much on player movement and using the abilities. It took a while to get used to all the new buttons & what they do, just too much going on.
Although I would like to see classic movement return for area/social, I wouldn’t mind if the advanced movements stayed for btb & wz. I think that would be a perfect balance & make the masses happy.
Only time will tell!
Halo CE -> Halo 3 kept movement the same because halo’s improvement was not to change the way it was played but to innovate. What I mean is that Halo improved by adding to its sandbox. New weapons, New vehicles. More AI, New encounters, More grenade types, equipment. These things added to the sandbox. Spartan abilities are tied to you and is tied to the gunplay. Some “spartan abilities” were added and universally loved. Like hijacking in Halo 2, but these changes were few and far between.
I think if you look at the SPV3 Halo mod, you will see that sprint can be in halo and it be a great game. However SPV3 did not reduce base movement speed. I’m not saying that SPV3’s version of sprint can’t use fine tuning. I’d like it to limit your turn speed so its like you have momentum and such but overall great for a mod. I am just saying that SPV3 attempted to innovate not change Halo.
There’s a low barrier to entry, but a high skill ceiling; which accommodates a massive number of potential players. The pace is consistent and with the exception of reloading and switching weapons, you are always combat ready.
The gameplay may be simple, but that simplicity leaves very few restrictions for developers to account for when designing the sandbox. It also places importance on the sandbox to deliver unique experiences, rather than using it as a backdrop to the game mechanics, and this emphasis on the sandbox has lead to some of the most memorable maps, weapons and vehicles in gaming history.
The orginial style of movement flows well if the game made can compliment it properly. You never have to worry about going too slow because good maps do that for you with teleporters, mancannons or vehicles. Other maps that are smaller work well without these because they were designed for the one base speed, one jump height and your gun always being out. The more recent games want the players to run around like sonic because your encounters will be randomized so even the bad players have a chance at killing a good player with some of these new “advancements in gameplay” (Ideas from other games to remove skill involved).
Its not that the new style is objectively bad but it is objectively worse than what weve already had and the games popularity shows that with halo 3 being the peak and then we had the decline with reach and everything after.
Sprint: Never needed it, could just shorten distances with map design and not let players lose combat readiness
Clamber: The never have to learn jumps and go anywhere at anytime feature
Spartan charge: A free melee for anyone coming near a corner. Its like a worse energy sword but given to the player at all times
Ground Pound: Gimmicky thing that makes ramps a death sentence because you didnt clamber up like the base mechanics told you to do
ADS: we already had it but it wasnt as obstructive but COD does this so obviously we need it to be annoying.
Slide: OMG Cod and destiny has this too, gotta get that -Yoink-. its like aggressive crouch walking for people with shotguns because thats popular in destiny.
Thruster pack: Grenades are useless LOL This and the clamber breaks map flow
Simple can be better when the games interactions to the player are good.
Adding sprint to halo ruins map design. Maps have to be larger to account for sprint, which essentially slows the game down outside of when people are blindly sprinting around. Then you have clamber which takes away from the skill of knowing a map well and using its jumps intelligently. Sprint effectively eliminates or diminishes those previously valuable skills. It just adds an element of recklessness, imo. You can account for sprint and power sliding to make skilled jumps, but it just isn’t the same, and you run into the issue of having to make maps larger. So people who don’t like sprint are basically penalized if they don’t use it. Fantastic amirite??? Great addition…
That also ties into ADS (aim down sights). Halo has always avoided ADS. It’s a mechanic that requires you to zoom in or scope to shoot accurately. Classic halo allows you to shoot at your enemies, even accurately, without having to zoom in. It’s a completely different feel, and, in my opinion, way better. It’s what Halo has always had over CoD and other cumbersome shooters. So, sprint, in a similar fashion, keeps you from shooting until you stop sprinting. It’s jarring and does not stick with traditional halo game-play. Some people like it, but I’m not a fan personally.
I think it’s easier to design better maps without sprint and simplifies the game for the better. I can almost guarantee sprint will be in halo infinite though. 343 doesn’t have the kahunas to remove it. Which is why I will campaign for 2 separate halo games ad nauseam. Split halo into 2 different games, both with 4 year dev cycles and release them alternately every 2 years. Keep one traditional classic halo that follows the master chief. Let the other halo have abilities and allow devs to try whatever shenanigans they want. The 2nd game can follow other spartans and expore other stories in the halo universe. It’s really the only solution to appease both sets of fans.