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343i Talks Halo 5 design decisions


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#1
Riven326

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I’m going to try my best to explain some of the thinking behind the inclusion of sprint and other abilities so that you can better understand where we are coming from. Not trying or expecting to convince anyone, just hoping to shed some light. I should also mention that while I am going to try and summarize a bunch of shared thoughts and experiential goals from our team, it’s impossible for me to represent each individual team member’s perspective. We spend countless hours discussing and debating everything that goes into the game as a natural part of development and it’s tough to do justice to that ongoing discourse here.

Now, to take a quick step back and talk more generally about goals for H5G and Spartan Abilities…

One of the fundamental goals that we start with for the game is “immersion,” which I’ll just use as shorthand for creating and maintaining an active sense of belief on the part of the player in everything that they are experiencing. This unpacks to a lot more complexity than I am going to dive into, but at the most basic level we are trying to simulate the act of a bipedal hero moving through an environment from first person perspective. We want to convince the player that this illusion is true. We start with questions like: what would it feel like to move? To shoot? Upon that foundation we consider the actions and capabilities that should be available to a Spartan on the battlefield. What are the unique capabilities available to a Spartan? How should those feel? This is based on established lore and our individual perceptions. To achieve an immersive experience, we first ground our portrayal of actions in what it feels like to be a human being in our world (that’s the common lens that we all use as reference) and then we adapt those actions to reflect what it would be like to be a kick-ass Spartan wrapped in Mjolnir assault armor.

The desire to maximize immersion goes beyond just the portrayal of actions themselves and extends to the possibility space that should exist for players within the moment-to-moment of combat. What options or choices would I as a Spartan expect to have within combat? Gunplay is obviously paramount, and we focus a crazy amount of time on nailing the feel of firing the weapons in our game to make sure that they have weight and impact. In addition to rock-solid gunplay, with H5G we are striving to provide a focused suite of mobility-based actions that reinforce the experience of fighting as a Spartan. We specifically chose to focus on mobility because it was the part of the Spartan experience that we felt was the most under-developed and had the most promise to deliver a fresh and exciting new play experience for Halo. It’s something that we started talking about midway through Halo 4 and it became a foundational part of the design intention for Halo 5.

We want each of the new abilities to expand the possibility space for competitive combat in meaningful ways. They should provide players with new tools to create on the battlefield and present interesting choices on both sides of an encounter. At the same time we don’t want these tools to result in imbalance or chaos. When Halo is working well there is structure and flow to the combat, with a unique back-and-forth, move / counter-move experience that provides depth and opportunities to enhance the skill gap between players. That’s what we’ve been focusing on for Halo 5 MP.

Some of the Spartan Abilities are core mobility options like Clamber, Sprint and Thruster that allow for more fluid and natural movement through the environment. They should augment combat in interesting ways, when used effectively. Other abilities are offensive in nature and more oriented toward “crowd-pleaser” moves (like Charge or Ground Pound) that provide a big punctuation point in a match. At a competitive level you are not going to see many GPs attempted in close games because the risk is too high. But when someone does go for it and manages to land it, they deliver a big wow moment that pays off both for them and the viewers of the match.

Going back to sprint… why have it in Halo?

As a Spartan, it makes sense that you can push yourself in a situation where survival is imperative. It’s an action that feels natural in the context of a firefight. It’s the extra gear that a Spartan draws upon if they focus purely on mobility and speed.
It creates opportunities and meaningful choices on offense and defense. On offense you can commit to an aggressive push or flank at a slight cost to weapon readiness. On defense, you can try for a rapid retreat but it carries the trade-off of stalling your shield recharge. Should you be able to escape from a situation where you are over-matched or have lost the upper hand? Yes, in a skillful manner (using mobility and spatial awareness to your advantage) and so long as your opponent has opportunity to counter using their own skills. The key for us has been to balance the potential escapability of sprint with mechanics like shield recharge and sprint ramp-up, while maintaining a sprint mechanic that feels good. This is something that we will continue to focus on post-beta as this careful balance is so important.
Sprint is also an action that the vast majority of Halo players expect to be able to utilize in both an offensive and defensive context. I know that this community does not feel that way (or likely believes that statement to be accurate), but the larger Halo community is very diverse and we are building a game for an audience with many different perspectives represented amongst them. Within that larger audience, most people expect to be able to sprint. Particularly as this is the third Halo game to feature the mechanic.
Another important consideration for us is to keep the core play experience as consistent as possible between Campaign, Arena, and the larger MP experiences that we are building. We feel that sprint, done right, works well in Arena. I know that’s a point of significant contention amongst this community. Sprint also works tremendously well in the context of those other experiences that I mentioned. When a player crosses over from Campaign to Arena, or from Arena to big team MP, we want the mechanics to translate across consistently. It’s jarring to become accustomed to a core mechanic only to have it disappear, or vice versa. That’s something that we want to avoid.

Anyway, sorry for rambling a bit. I started writing and this got long. Hopefully there are some nuggets of sense in there. TLDR; sprint is an action that feels natural in the context of combat, it makes sense as an action that all Spartans are capable of, it creates opportunities on offense and defense when handled well, it is being carefully balanced, it’s something that most Halo players expect, and it’s something that we want to keep consistent with other modes where it plays an even more prominent role.

I will let you all be the judges as you play the beta but I believe that we are doing a much better job of designing the maps around the core mechanics with Halo 5. A big reason for that is the fact that we nailed down the core focus for gameplay early. When we start releasing some of the behind-the-scenes footage from the development of Halo 5 next week, you will see that we’ve been playing with this core set of abilities for the better part of two years. This has allowed us enough time to refine and iterate on map design with the abilities in mind. The other big change has been the addition of our internal pro team. They have been invaluable in helping us to identify issues with mechanics and map design that become obvious at the highest level of skilled play, and we’ve had the time and focus to react to that feedback.

Finally I want you to know that we do listen to you guys. As mentioned, I lurk here often to read through the forums. So do a lot of people at 343, particularly our MP and Sandbox teams. Keep in mind that there are many different inputs that we consider when we make decisions about core aspects of the game. Literally none of those are corporate hacks up the chain. Not all decisions will be ones that you agree with. Nevertheless, I appreciate the passion that we all share as Halo fans, even when we may disagree. I will be in here reading your feedback throughout the beta and I hope that you guys will share your thoughts when you play. Who knows, I may even keep posting… depending on how this goes. ;-)

/Josh

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This makes me glad I decided to leave Xbox, and by extension the Halo series, behind. 343i will never match Bungie's brilliance, and Bungie will never match [old] Bungie's brilliance.


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#2
SmilesJA

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Halo 3 had the best multiplayer for me. It had great balance in weapons, vehicles and maps.



#3
Il Divo

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I really like his design ideas in terms of how it should feel to be a spartan. Now let's see if they can deliver. 


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#4
mybudgee

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Halo hella sucks



#5
Eternal Phoenix

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Halo 5 looks too fast paced like it's copying CoD now. I won't miss it.

 

Halo hella sucks

 

No.



#6
SmilesJA

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Halo hella sucks



#7
In Exile

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I'm confused. Is this all about sprinting?

#8
Guest_Master of Gundams_*

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Spartans should be able to sprint anyway.



#9
TheClonesLegacy

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:crying:

#10
Riven326

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Spartans should be able to sprint anyway.

You're missing the point. I could easily say the same thing about the soldiers and terrorists in Counter-Strike. But that would fundamentally change the gameplay and would likely make it worse as a result.

 

The point is this: one should not look at a feature like sprint and include it in a competitive multiplayer environment just because you, the designer, think it makes things more immersive or fits better with the lore. At the end of the day, the game has to be fun above all else. That is what Bungie understood once upon a time and it's why their Halo games are still considered the best in the series excluding Reach.

 

From the get-go, 343i never understood Halo or what made it great. It was already one of the most accessible shooters on the market and was still extremely competitive. In fact, I would argue that Bungie and 343i made it less accessible when they started adding load outs and copying their competition's ideas. The drop off numbers were a huge embarrassment for 343i, and it seems like they still haven't learned anything or are simply being stubborn about it.



#11
Guest_Master of Gundams_*

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Halo 4 barely has a population above ten thousand.

I enjoy the game but it doesn't feel like a halo.

Then I encountered Mass effect.



#12
spinachdiaper

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I've been playing the Halo franchise from it's very beginning and I believe the Halo community is completely self-brainwashed into thinking the perfect and only exceptable Halo is Halo 2 or Halo 2 clones. First they claim that Halo is a Arena shooter but if you have seen the proper Arena shooter archetype on the PC you quickly see that Halo has always been a watered down mutant clone of a true Arena Shooter. Secondly the heavy focus on precision weapons and slow controlled movement is in direct contrast to the high speed bullet hoses, high speed movement, high speed bunny hopping, high speed circle strafing, high speed jump strafing and overall pacing of a true Arena shooter. Halo 4 failed because of a unaccepting community more than any other reason, but here are the other reasons that crippled Halo 4: First the major of casuals moved on to CoD never to return, Second the Long term replayability of multiplayer was limited by players quickly maxing the level structure, Third the gameplay was bland because every match is DMRs/BRs (this problem is overtaking the MCC too), Fourthly the all maps where designed around BTB and "allegedly" sprint even though the inclusion default sprint should not change map sizes to typical map layouts (I mean it would be hard to tell if Midship or Sidewinder change dramatically with sprint), Lastly all the major problems that have been growing over the years is the abandonment of the AR as the default weapon and the inability of the community and 343/Bungie to see that precision weapons need to be limited like power weapons and the last point I would make about that is if match making had a play list where everyone starts with a BR/DMR as a secondary and a rocket launcher as primary the majority of players would switch to the BR/DMR and wouldn't waste time or effort with the so called "power" weapon.



#13
Guest_EntropicAngel_*

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Anyone who's read The Fall Of Reach should be glad they're moving away from the nonsensical "walking tank" portrayal of SPARTANs and towards a far more agile version.

Seriously, read that book.


While it's a little bit, I don't think there's any way they'll be able to accurately reflect the power of a SPARTAN as shown in the novels. The closest a visual medium has gotten to it is in the Red vs Blue CGI fights (or a few scenes for Reach).

#14
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You're missing the point. I could easily say the same thing about the soldiers and terrorists in Counter-Strike. But that would fundamentally change the gameplay and would likely make it worse as a result.
 
The point is this: one should not look at a feature like sprint and include it in a competitive multiplayer environment just because you, the designer, think it makes things more immersive or fits better with the lore. At the end of the day, the game has to be fun above all else. That is what Bungie understood once upon a time and it's why their Halo games are still considered the best in the series excluding Reach.
 
From the get-go, 343i never understood Halo or what made it great. It was already one of the most accessible shooters on the market and was still extremely competitive. In fact, I would argue that Bungie and 343i made it less accessible when they started adding load outs and copying their competition's ideas. The drop off numbers were a huge embarrassment for 343i, and it seems like they still haven't learned anything or are simply being stubborn about it.


The fact that the Halo series has over a dozen novels tells me that the Halo series is not, and never was, about obtuse combat. Regardless of what the fans want to think.

I despise what Karen did to Dr. Halsey, but she's got a great description of a Mark II sprinting in one of her novels.

#15
Riven326

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The fact that the Halo series has over a dozen novels tells me that the Halo series is not, and never was, about obtuse combat. Regardless of what the fans want to think.

I despise what Karen did to Dr. Halsey, but she's got a great description of a Mark II sprinting in one of her novels.

I know. I've read the novels. My position is that the existence of the novels should not have a direct impact on gameplay decisions for a video game that is based around fun. As much as I love the detail of those novels, I try to keep in mind that they are novels and what works for a book usually doesn't work for an interactive experience.



#16
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I know. I've read the novels. My position is that the existence of the novels should not have a direct impact on gameplay decisions for a video game that is based around fun. As much as I love the detail of those novels, I try to keep in mind that they are novels and what works for a book usually doesn't work for an interactive experience.


You're only assuming that they (the changes) will be bad. Who knows if they actually will be.

#17
Riven326

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You're only assuming that they (the changes) will be bad. Who knows if they actually will be.

I'm using history and my own experience to form my opinions. I could just ask, did you play Halo 4? :P



#18
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I'm using history and my own experience to form my opinions. I could just ask, did you play Halo 4? :P


I did not unfortunately. I've heard bad things about the story, but not about the combat.

#19
Riven326

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I did not unfortunately. I've heard bad things about the story, but not about the combat.

I'm surprised you haven't played it after reading the books. If there's one thing I will give it credit for, it's that it's the one Halo game that really taps into the books and makes you feel far more immersed and satisfied if you've read them. Still, it was the combat that was it's downfall, more so in the MP aspect. That was reflected with the huge drop off I mentioned earlier that should have acted as a red flag for 343i, though apparently it did not.



#20
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I'm surprised you haven't played it after reading the books. If there's one thing I will give it credit for, it's that it's the one Halo game that really taps into the books and makes you feel far more immersed and satisfied if you've read them. Still, it was the combat that was it's downfall, more so in the MP aspect. That was reflected with the huge drop off I mentioned earlier that should have acted as a red flag for 343i, though apparently it did not.


I don't have an Xbox 360 and will never get one. I definitely have heard about how it's a lot more focused on the books and lore (with rampancy especially, that's something I definitely want to experience eventually). Didn't know about the combat.

#21
LPPrince

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I don't have an Xbox 360 and will never get one. I definitely have heard about how it's a lot more focused on the books and lore (with rampancy especially, that's something I definitely want to experience eventually). Didn't know about the combat.

 

You can check out the Halo 4 cutscenes as a film of sorts on youtube. 



#22
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You can check out the Halo 4 cutscenes as a film of sorts on youtube.


Yeah I figured as much, just haven't gotten the chance yet. There's a lot of gaming stuff I just haven't gotten the chance to get to yet.

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#24
LPPrince

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Yeah I figured as much, just haven't gotten the chance yet. There's a lot of gaming stuff I just haven't gotten the chance to get to yet.