343 Industries's Game Design is Killing Halo: An Essay on the Flaws within Halo 5's Gameplay.

Thank you, Nocturne501, for taking time to read my words and write a response to my arguments. Through discourse we can find a meeting ground where our different perspectives on Halo can coincide.

To that end, I now offer replies and rebuttals to points you raise:

  • They clearly already understand what Halo is, they are simply getting feedback to make some relatively minor changes. Does he really think they are going to make major changes to the game now?

Does 343 Industries understand what Halo is like? They made Halo 4, which the Halo community at large shunned as not-a-Halo game. Halo 5 appears to improve upon concepts that never worked in Halo 4. Why, then, must 343 Industries revisit failed ideas that are proven unpopular with their playerbase?

I fully believe 343 Industries will change little of the core gameplay to Halo 5's beta, and that belief alarms me most about the direction Halo 5 is going. Between Halo 4 and the MCC, 343 Industries has clearly lost the confidence of older (Halos 1 to 3) Halo fans. Halo 5's beta, therefore, should be an attempt to reconcile with that community, to work together with them to help shape a better game. What point is there to a beta where 343 Industries are only willing to commit small changes? How can they say they listen to their fanbase if they are deaf to criticism?

  • Shooting and jumping are still clearly core mechanics to the game.

I argue that running and shooting became core mechanics to the game--jump was knocked down a notch (Clamber).

  • The two maps up right now, Eden and Regret, are not very large at all. Shields not recharging while sprinting is a brilliant way to add an older halo feel while still allowing the game to evolve (Do you want to move at normal speed and get shields or do you want to move at faster speeds but be at a greater disadvantage?).

A map that makes my Spartan feel small is a large map, and all of the beta maps make my Spartan feel small.

No shield recharge upon sprinting is a great measure to neuter sprint's power, and so is no sprinting while being shot. Both these mechanics, however, exist solely to make sprinting enemies less annoying for players to deal with. Sprint is incompatible to Halo's gameplay, so 343 Industries finds ways to deaden sprint's effects. Now we must ask ourselves a question: Is this evolution to Halo's gameplay, sprinting and increased mobility, a boon to the series or an albatross around its neck, weighing the gameplay down? Where else can development take Halo besides a sprint system that must occasionally shackle a player's feet so that he does not run too fast at all times?

  • Wrong. Spartan Charge from behind is an insta kill.

You are correct, but whether the charge kills my opponent or flings him away, I didn't want to perform the charge in the first place. In the situation I described, I do not want to reposition myself--I want to kill the man in front of me in the shortest time possible to then have time enough to kill his friends. My current options are to delay my actions by waiting for the run animation to end to melee, or to charge into him and expose myself to enemies. I am torn between two lesser actions because I cannot perform the action I want to perform.

/r/halo Thread Link - halowaypoint.com