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Re: How...
Posted By: uberfoopDate: 11/21/12 2:11 p.m.

In Response To: Re: How... (Leisandir)


: We often bring up the first Halo as an example of solid multiplayer game
: design, and for some reason we keep forgetting that it barely had
: multiplayer. It was good, don't get me wrong, but it has its share of
: flaws.

I was referring to the campaign, though the MP is an interesting discussion.

: I had a different experience with armor lock than a lot of people, I think.
: It's frustrating, sure, but I never found it as irritating as many other
: players. It's actually an interesting example of counter-play: on foot,
: you basically lose if you get proud. An armor locking player is an insult,
: it says "hah, look, you can't finish killing me!" If you take
: the bait and stick around, you're in a lot of danger from the rest of the
: enemy team. If you cool off and leave him sitting there looking like a
: dumbass, you don't get a kill and neither do they.

Carefully planning and execution an awesome attack, and then being rewarded by a choice between boredom and frustration. Yay.

: I understand why people dislike it, and I can certainly see the argument that
: it interrupts the otherwise smooth flow of gameplay, but you can't ignore
: that it brings new choices to the game.

It's not like there weren't choices there to begin with, which the new choices eliminated. It's not like, without armour lock, you would have finished the guy with a headshot and then said "yep, I'm done, I guess I'll shut my Xbox off and go read a book." And that's just in the realm of explicit choices; there's a lot of fuzzy stuff going on in even very simple core gunplay which is effectively interesting choice. That's the problem with overcomplication of gameplay. The more complicated something is, the more difficult it is to balance the components in truly interesting and complex ways. Overcomplicated games tend to be imbalanced, rock-paper-scissors balanced, or just plain chaotic in their behaviour. When you start describing lots of things as if they were bandaids for other problems, there's a good chance that you're creating new problems, and the game would quite possibly be better if you were to just throw out all the stuff that's creating problems and rethink what the big picture looks like.


Message Index




Replies:

Counter-playLeisandir 11/21/12 8:21 a.m.
     Re: Counter-playRagashingo 11/21/12 10:08 a.m.
     Re: Counter-playyakaman 11/21/12 10:10 a.m.
     I agree.robofin117 11/21/12 11:16 a.m.
     How...uberfoop 11/21/12 12:26 p.m.
           Re: How...Leisandir 11/21/12 1:36 p.m.
                 Re: How...Ragashingo 11/21/12 1:51 p.m.
                       Re: How...Leisandir 11/21/12 3:33 p.m.
                             Re: How...uberfoop 11/21/12 3:59 p.m.
                                   Re: How...Leisandir 11/21/12 4:05 p.m.
                 Re: How...uberfoop 11/21/12 2:11 p.m.
     Again Extra Credits is cluelessCody Miller 11/22/12 3:19 a.m.
           Re: Again Cody Miller is cluelessQuirel 11/22/12 11:21 a.m.
                 Re: Again Cody Miller is cluelessCody Miller 11/22/12 11:25 a.m.
                       Re: Again Cody Miller is cluelessQuirel 11/22/12 11:51 a.m.
                             Re: Again Cody Miller is cluelessWhoLikesChicken 11/22/12 12:23 p.m.
           Re: Again Extra Credits is cluelessDervish 11/22/12 2:42 p.m.
           This guy.Leisandir 11/22/12 3:21 p.m.
                 Re: This guy.Cody Miller 11/22/12 5:21 p.m.



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