It may not be a very convincing argument but it is nonetheless argument that you literally cannot argue against because it is an opinion.
"I like something." "No, you're wrong." That clearly doesn't make sense, and in this situation it's the same; you can't argue back against an opinion, because opinions, to the person who generated the opinion, are always right. Maybe he's dumb and objectively wrong, but subjectively, to him/her, he or she is right.
This just simply doesn't relate in any shape or form to what I've been saying. What you're claiming here is not only something that I haven't been saying, but it is in fact the polar opposite of what I've been saying.
What I've been saying is that an individual's personal enjoyment of a feature is not enough in itself to argue in favour of the feature. That's very different than suggesting that we should look at an individual's opinion and then for some reason cater to the exact opposite.
It may be two different things but the situations can align. Just because the intention isn't to cater to the exact opposite, doesn't mean it isn't possible to cater to the exact opposite as well. Your point is that an individual's personal enjoyment is not enough to argue for or against a feature being included; here is an example of just that - and you clearly understand how illogical it is.
Logical fallacy: some things are consistent, therefore all things must be consistent.
All you've done here is pointed out that there are some aspects that are consistent from Halo 4 with the original Halo games, but that does absolutely nothing to demonstrate that every important aspect of the game has been kept intact.
But why do we need to keep every single important aspect of the game intact? If that were true, then we'd be playing clones of whatever Halo you are referring to as the 'core' gameplay. Halo 2 would not have been the same if every single important aspect from Halo: CE was kept; Halo 3 would not have been the same if every important aspect from Halo 2 was kept.
You've demonstrated to me that you either didn't read over that part properly, you didn't understand it, or you are being dishonest in your response.
That's an argument for keeping sprint in Halo 4 post-release (due to the game having been designed, made and shipped already), not an argument for keeping sprint in the franchise from now on. If you don't understand the difference, then I'm lost for where to go from here because any attempt to clarify would just be saying what I already said in the post you were responding to. I guess I'll ask you to read it over for clarification and hope for the best.
Except Halo 4 is clearly a Halo game, and you've consistently said that the new games should be made with the older games' core features intact. Halo 4 had sprint as a core feature - do we have to 100% not build off Halo 4's core gameplay?
What I can tell you are the reasons that it is not consistent with the things that made Halo play the way Halo used to play at a core level. Whether or not you think games should be consistent from a core gameplay perspective from game to game is up to you, but whether or not the games actually are consistent from that perspective is not a subjective matter. I mean, we can have our opinions on those things, but we are still either right or wrong about it.
We can think that green is a nice colour, and we wont have to worry about being right or wrong because that is a genuinely subjective point of view.
We can think that green is the colour of sand, but we are either right or wrong about that.
How on earth does thinking sprint should/shouldn't be in a future Halo game relate to thinking that Green is the color of sand? It's like you were attempting to make a metaphor, but along the way of making it logic decided to not take part and just walked out.
Yes, this is obvious, except:
Unfair and unearned advantages to players always appear in any situation; you're nitpicking on a single 'unfair and unearned' advantage. The reality of the fact is that you can consider this situation in 2 different ways - it is completely fair: Because both players spawned EQUALLY - OR at any given moment one player has a momentous advantage over the other: Because gameplay is dynamic, and always in motion.
The situation you've described above can be summed up like this:
- 2 men enter
- 1 men is defeated in the encounter due to a number of factors
- However, he isn't dead yet and thus is given the option to retreat
- His retreat is successful; the person attacking him was given ample oppurtunity to chase down, kill, or prevent the retreat but simply wasn't skilled/lucky enough to do so due to yet another set of factors
- The person who failed at killing his adversary blames it on the fact that his enemy had the ability to escape while he didn't utilize his ability to chase at all.
Not just that - lets say you chase, shields recharge, yadahyadah - the encounter is in no way over, because your chase is successful. If there was a perk that the escapee/chaser had that gave them an advantage, then yes, that's unearned. But in this situation, if we assume that it isn't - the encounter hasn't been finished, and therefore it is STILL 2 men enter, the better (with a number of governing factors *cough* luck *cough) man leaves.
Except gameplay still revolves around the skill in players combining their movement and shooting simultaneously. They simply have a new choice to make, one that could be a deciding factor in many engagements.
It definitely isn't a necessity.
And yes, the inevitable response is that this is your opinion - and it is.
Sprint has changed up the gameplay, in a unique way that has changed the way Halo 4/Reach plays with non-sprint Halo. Whether or not you find enjoyment in this new playstyle is completely subjective.
Your argument entirely is that you want Halo 1, 2 and 3 styled gameplay being the style of gameplay in future Halo games and for that reason sprint shouldn't be in the game. However, it's clear that you can build sprint into the game even if you build off your so called 'core' of Halo games, as evidenced by Halo 4. Any further feelings you have that implies sprint goes against said core gameplay has been subjective opinion, and most of them based off of/referencing situations where a player isn't skilled enough to win an encounter and places the blame on a game mechanic that he, too, can utilize.