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Old 04-12-2008
Kholdstare
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Originally Posted by Hitzel View Post
First off I want to say that I don't think the main weapon in Shadowrun is the SMG. In competitive play, team Rifling means a lot. SMG spray is rampant in pubs, but SR pubs and competitive SR matches may as well be two different games.

I know this kinda eludes your point, but that conversation we had no too long ago about vertical teleports and how to approach and defend with them is a big indicator of Shadowrun's depth and skill, and that's just one example. You don't have conversations like that about Halo 3 simply because there's nothing to talk about.

Halo 3 requires an insignificant amount of individual skill, both mental and technical. 1v1 situations have very limited options and are forced, because everything takes so long to do. If the other guy gets the first shot, you either die or run away. Halo 2 took relatively little individual skill, I don't see how you could say Halo 3 takes more when there are even less options and every action takes longer to preform.

All that matters in Halo 3 is teamwork. That itself is limited by dull map design where options are also limited and forced upon the player. Besides that, there is little reason to flow around the map because the weapons aren't balanced in a way to allow spawn objectives a 'la Halo 1. Spawn times are long. Setups dominate. It's like PDZ, but without having to worry about armor. In the end, Halo 3 takes basic teamwork skill simply because it's a shooter, but that's a blanket statement and doesn't give it any credit of being any more competitive than any other shooter.

Yes, Shadowrun has random elements to it, but those elements can be avoided and/or countered, without resorting to teamwork. That isn't true of Halo 3.

I believe it was major nelson I real that number from? It was around 50%.. but now that I think about it I don't think it was 60. It was an even number though I remember if numbers are even or odd. The article basically said that the number is absurdly high and was bragging about XBL Arcade's success. I'll try to find it.

Either way, I think we're beating a long-dead horse (Halo being dumbed down). I want to discuss the possibilities of a competitive Arcade catching on vs a normal competitive game catching on, because I feel that at this point in the market, an Arcade game has much, much higher chances.

Considering this is all opinion and I know you (as I) won't be able to change each others mind I'll let this drop. But I just want to say in the end the number of players that play Halo competitively speaks for itself, and that if the game requires as little skill as you say... then I don't see how the same few people can always come out on top. I'm done.

And the Major Nelson thing I really doubt is true. Major Nelson is nothing more then PR. I remember hearing him talk about increasing the size of friends lists (said no need as the average person has less then 30) and trying to justify everything Microsoft does in a positive light.

I would assume that the number would be much closer to that of a incentive based mmo when you compaire those who play for free vs everyone else (less then 1%). Even a 50% attach rate doesn't make sense...

And would this arcade game would be 3d right?
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