News STATEMENT FROM JOSH HOLMES - HALO 5 DESIGN DECISIONS

Discussion in 'Halo and Forge Discussion' started by WAR, Dec 13, 2014.

By WAR on Dec 13, 2014 at 5:17 PM
  1. WAR

    WAR Cartographer
    The Creator Forge Critic

    Messages:
    1,568
    Likes Received:
    3,893
    STATEMENT FROM JOSH HOLMES REGARDING HALO 5 DESIGN DECISIONS

    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
     
Tags: this article has not been tagged

Comments

Discussion in 'Halo and Forge Discussion' started by WAR, Dec 13, 2014.

    1. Hulter
      Hulter
      TLDR: Josh Holmes still needs to be fired.
      The King of Hearts and Korlash like this.
    2. a Chunk
      a Chunk
      I agree with the statement that mobility has been the most underdeveloped part of Halo. I also agree with their focus on immersion.
      Where I disagree is with the idea behind what creates immersion, and with the specific choices for increasing mobility. I guess I don't really feel like expanding on that comment at the moment.

      I have to say, it's pretty cool that some of the people directly involved in designing Halo are sharing some insight into their thought processes. I hope that continues.
    3. WAR
      WAR
      If we continue to trade in core gameplay mechanics for immersion then what if Halo got an Oculus Rift treatment similar to Doom 3? That would be a huge departure from the competitive arena shooter we know and love. There needs to be limitation to the incorporation of immersion where gameplay comes first as opposed to the other way around. Josh among others get to set where that threshold is...I just hope they stay within close parameters and don't take huge liberties in the future. I think Halo 5 looks interesting at the moment. Still looking forward to getting my hands on it and testing out the kill times related to the movement speed differences.
      Buddy Jumps and theSpinCycle like this.
    4. A Haunted Army
      A Haunted Army
      good gameplay mecahnics and a good story is all you need, with good intuitive gameplay mechanics you forget about how to play the game rather quickly so the good story line sucks you right in and you forget you're even playing a game, realism doesn't matter.
      Last edited: Dec 14, 2014
      Buddy Jumps and a Chunk like this.
    5. purely fat
      purely fat
      The underdeveloped mobility is what makes halo stand apart from other shooters on console. I really hate change for the sake of ****ing change. The only decent addition is the thruster pack ,but I really only like the idea of being able to use it on the ground.
    6. Hulter
      Hulter
      And even the trhuster pack is daft because it doesn't let you keep your momentum and it makes your screen shake and all that.
    7. Zombievillan
      Zombievillan
      What I get from that is "we know the true competitive players hate it but the kids & casual players like it & they are a much larger crowd. We gotta get that money so we gonna please the kids!"

      Anybody else get that?
    8. WAR
      WAR
      I wanted wall jumping:(
    9. Doju
      Doju
      If you havent gave up on Halo 5, you really should know after that post.
    10. SecretSchnitzel
      SecretSchnitzel
      I honestly don't see what the fuss is about. We knew sprint is here to stay. Sprint has become the general consensus standard in the AAA Shooter industry at this point and I can't fault 343i and Microsoft for sticking with it. At the very least, they are making an honest attempt to cater towards the Halo purists by trying to tailor it to be less abuseable in H5. Josh's post is a bit of a cop out justification of it, but why should it really matter what reasoning they're using? They're trying to build a case to justify the implementation of something AFTER the decision was made to keep that element. I don't view the argument as something driving the decision, but rather something to excuse the decision.

      As it stands, I still see Halo 5 as stepping more in the direction of a faster paced Arena Shooter than that of a Squad Shooter, but will continue to withhold my judgement of it as a whole until I play the beta. It certainly isn't classic Halo, but it could very well turn out to be a great game all the same.
      Buddy Jumps, Furious D 18 and WAR like this.
    11. Buddy Jumps
      Buddy Jumps
      My changed view on H5 so far after I watched Greenskull's videos:

      [​IMG]
      Last edited: Dec 15, 2014
      Hitbox Unknown likes this.
    12. Furious D 18
      Furious D 18
      You can't please everybody all the time. At least they are trying to make it fair & balanced.

      And you can't fault them for catering to whichever Halo group buys the most games. That's just business. But at least they are listening to the community and using the feedback.

      BTW, the only thing constant in this world is change. If you feel strongly about it, don't purchase the game.
    13. Zombievillan
      Zombievillan
      Really all they have to do is make sprint optional in custom game settings. What's do bad about that?
    14. Doju
      Doju
      Get out
      TheElderAcorn and Hulter like this.
    15. Hulter
      Hulter
      Uwat? Greenskull is cancer.
    16. Buddy Jumps
      Buddy Jumps
      HaloFollower is cancer.

      I couldn't care less about your "I-have-the-best-opinion-about-Halo-all-others-suck" statement, Doju. Get over it: Halo has to change either people like it or not. His commentary and his arguments sound quite plausable to me.
      Last edited: Dec 16, 2014
      Hitbox Unknown likes this.
    17. Doju
      Doju
      You dont think a guy 343 hand picked to do pre release PR for will be 100% neutral opinion. This is the guy who has insulted Halo as a competitive game on numerous occasions. He is a guy who started with Halo 3 but is quite happy to tell me how Halo 5 compares to all games in the series, and is a personality that appeals to 10 year olds, hence why I will never take anything he says serious.

      You change something to address a problem. Josh holmes saying "I want to feel like a super spartan/immersion/realism etc" is not addressing a problem.

      I didnt say my opinion was the best, I merely dismissed his. Glad you got butthurt by that though.
      Last edited: Dec 16, 2014
    18. SecretSchnitzel
      SecretSchnitzel
      Jesus guys, calm your ****. I'm not keen on Greenskull either, but I'm not gonna bash him about the H5 videos as they actually do a pretty good service to the community. Personally I could care less about what he actually had to say, but seeing the gameplay for myself is what mattered. I'm pretty sure Buddy meant the same thing when he said seeing Greenskull's videos changed his mind. No need to pounce like rabid Halo-purist fanboys.
      Buddy Jumps likes this.
    19. Doju
      Doju
      Go back to ready up live

      Id take his opinion serious if he didnt have to tell me "it feels like halo" 50 times and "its a..........nice.....evolution of halo". Great sell mate.
      Hulter likes this.

Share This Page