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SpikeDelight

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Did you ever notice: The genius BF: Bad Company sprint mechanic?

Did you ever notice that in Battlefield: Bad Company the sprinting works a little bit differently than in Call of Duty 4 and other games with a sprint function? In Cod 4 you click the stick once and you'll keep sprinting until you cancel it or your character runs out of breath. In BF:BC you only sprint for as long as you are holding in the left stick. I think the way Battlefield BC does it is brilliant because it represents you, the player, actually getting tired. Sure in Cod 4 your guy pants but that's a passive way to go about it. In BF: BC, holding the left stick in for long distances literally tires out your thumb. I know it sounds like that wouldn't happen, but try it out. It really does. If you are attempting to run across an open field you will actually sometimes just have to walk there instead of sprint just to give your thumb a rest, and this is complemented by the open-world-ish nature of the levels. If you don't have a vehicle, you're going to have to hoof it for a pretty long time until you find one, and after a while you'll actually have to muster up the thumb energy to run there. I say kudos to Battlefield: Bad Company for coming up with a much more engaging way to handle the sprinting mechanic that's so trendy now in first-person shooters.


inb4 you're just out of shape. seriously, go test it out before you pass judgement.
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SpikeDelight

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Edited By SpikeDelight

Did you ever notice that in Battlefield: Bad Company the sprinting works a little bit differently than in Call of Duty 4 and other games with a sprint function? In Cod 4 you click the stick once and you'll keep sprinting until you cancel it or your character runs out of breath. In BF:BC you only sprint for as long as you are holding in the left stick. I think the way Battlefield BC does it is brilliant because it represents you, the player, actually getting tired. Sure in Cod 4 your guy pants but that's a passive way to go about it. In BF: BC, holding the left stick in for long distances literally tires out your thumb. I know it sounds like that wouldn't happen, but try it out. It really does. If you are attempting to run across an open field you will actually sometimes just have to walk there instead of sprint just to give your thumb a rest, and this is complemented by the open-world-ish nature of the levels. If you don't have a vehicle, you're going to have to hoof it for a pretty long time until you find one, and after a while you'll actually have to muster up the thumb energy to run there. I say kudos to Battlefield: Bad Company for coming up with a much more engaging way to handle the sprinting mechanic that's so trendy now in first-person shooters.


inb4 you're just out of shape. seriously, go test it out before you pass judgement.
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Gen_Warbuff

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Edited By Gen_Warbuff

Amen to that!

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Hexpane

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Edited By Hexpane

BF s certainly not the first game to do this "HOLD TO SPRINT" function

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Jayge_

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Edited By Jayge_

I can almost certainly assure you they didn't design it specifically to do that- they made sprinting infinite because of the huge maps and minor focus on vehicles. Either way, making it require you to constantly hold the stick is retarded. The last thing you want the player to do is tire out their hand and get annoyed at the game. Seriously. It's a dumb-as-rocks design choice.

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Hexpane

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Edited By Hexpane
Jayge said:
"I can almost certainly assure you they didn't design it specifically to do that- they made sprinting infinite because of the huge maps and minor focus on vehicles. Either way, making it require you to constantly hold the stick is retarded. The last thing you want the player to do is tire out their hand and get annoyed at the game. Seriously. It's a dumb-as-rocks design choice."
It should be *both* hold the stick + in game character can also get tired.
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kush

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Edited By kush

Moved to GD.

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RHCPfan24

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Kush said:
"Moved to GD."
Oh, yeah, you can do that now.

I agree with the TC in which I like the sprint mechanic, at least better than COD4's. The sprint in COD4 is the one aspect that has always annoyed me (especially when tackling Veteran) because I can't slow down the sprinting, only come to a halt. Bad Company's works pretty well because you can let go of the sprint but still hold it in walk. I actually prefer that.
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daniel_beck_90

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Edited By daniel_beck_90
Gen_Warbuff said:
"Amen to that!"
I just love your Avatar man   lol

and yes , This was only one of the bright features in Bad company
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Edited By eric_buck

I'm almost 100% sure the makers of this game did not mean to do this. But uh... I guess... it makes sense...

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SpikeDelight

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Edited By SpikeDelight
Hexpane said:
It should be *both* hold the stick + in game character can also get tired."
Well while that would seem to make more sense from a passive design philosophy, it doesn't go with my idea of compelling immersion. If your character gets tired when you haven't gotten tired yet, then that's one more aspect that makes you separate from him. The idea that I'm expressing is to have the ratio of player to controlled character be as close to 1:1 as possible (without becoming absurd). Little things like this though, I think move the industry forward without anyone even realizing it, and that's the easiest way to get a wide range of players to accept your altered gameplay ideas.
Jayge said:
"I can almost certainly assure you they didn't design it specifically to do that- they made sprinting infinite because of the huge maps and minor focus on vehicles. Either way, making it require you to constantly hold the stick is retarded. The last thing you want the player to do is tire out their hand and get annoyed at the game. Seriously. It's a dumb-as-rocks design choice."
Whether or not they designed the mechanic to have that intended effect, the effect is still there. If (and don't take this too seriously) Orson Welles had accidentally shot a frame of Citizen Kane in a certain way that allowed film analysts to open up a whole new interpretation of it, would that make it any less poignant? No, because what matters in a work of art is the effect it gives off, not the effect that is desired. Conversely, if a developer tried to make a compelling game mechanic but it turned out to not work at all, should we hold our criticism towards it because they didn't mean for it to be broken? No, the finished product, along with the distinct feelings and effects it gives off, is all that matters. Second, your hand does get tired but that's the point. Plus, there's vehicles evenly distributed enough that you can always travel a relatively short distance to get to a new one.
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Jayge_

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Edited By Jayge_
SpikeDelight said:
"
Whether or not they designed the mechanic to have that intended effect, the effect is still there. If (and don't take this too seriously) Orson Welles had accidentally shot a frame of Citizen Kane in a certain way that allowed film analysts to open up a whole new interpretation of it, would that make it any less poignant? No, because what matters in a work of art is the effect it gives off, not the effect that is desired. Conversely, if a developer tried to make a compelling game mechanic but it turned out to not work at all, should we hold our criticism towards it because they didn't mean for it to be broken? No, the finished product, along with the distinct feelings and effects it gives off, is all that matters. Second, your hand does get tired but that's the point. Plus, there's vehicles evenly distributed enough that you can always travel a relatively short distance to get to a new one.
"
Since the first part of your argument is fairly inane, I'll respond to the second part. Your hand gets tired. That's not the point of the scheme at all. That's exactly the opposite of what is supposed to happen. It's supposed to save you time by allowing you to sprint as long as you want, not limit you physically and potentially straining (who would strain their hands? No idea, but it could definitely happen.) your hands trying to use the mechanic. That's idiotic. As for vehicles being evenly distributed, I wouldn't really know. From the 5 or 6 hours total I've played Bad Company, I never focused much on vehicles, although whenever I needed one I almost always had to wait for one to respawn. Maybe your experience was different. Either way, the implementation of the sprint mechanic could possibly be used as a physical limiter in other games, but it's fairly broken and not cohesive with the fluid, action-promoting gameplay of a Battlefield game, and it is a failure because of that.
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End_Boss

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Edited By End_Boss

I liked Bad Company because I could blow shit up.
...
I like explosions. They're my favorite.

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granderojo

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I did notice that the maps were over sized, I liked the gameplay but having to run across the screen for long stretches made the multilayer unplayable for me, and the fact there were RAMPANT cheaters.

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thabigred said:
"I did notice that the maps were over sized, I liked the gameplay but having to run across the screen for long stretches made the multilayer unplayable for me, and the fact there were RAMPANT cheaters."

Really? I still own and play Bad Company and I find its one of the most cheater-free experiences as far as multiplayer goes. Sometimes I get frustrated 'cause a player kills me from some completely unknown location, but then I realize that they were a sniper. Or just got the jump on my unsuspecting ass.

Then I blow more shit up.
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SpikeDelight

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Edited By SpikeDelight

Sorry if I didn't clarify, when I called the sprint mechanic 'genius' I meant as something for the singleplayer campaign. I didn't really take MP into account but I haven't played it since before the Conquest update so I wouldn't really be an expert in that field. I think I remember not liking MP as much for the reason that you do have to hold the LS (in addition to other reasons) but it was kind of fun. When I speak of things like this though, I almost always mean as a device for the singleplayer narrative because I'm talking about games as artistic storytelling devices and almost all games' multiplayer components are strictly non-canon.

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Edited By pause422

It wasn't some kind of secret mechanic they thought of or anything, just happens to be the way it is, neither was BF:BC the first game to make sprinting that way.

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Jayge_

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Edited By Jayge_
SpikeDelight said:
"Sorry if I didn't clarify, when I called the sprint mechanic 'genius' I meant as something for the singleplayer campaign. I didn't really take MP into account but I haven't played it since before the Conquest update so I wouldn't really be an expert in that field. I think I remember not liking MP as much for the reason that you do have to hold the LS (in addition to other reasons) but it was kind of fun. When I speak of things like this though, I almost always mean as a device for the singleplayer narrative because I'm talking about games as artistic storytelling devices and almost all games' multiplayer components are strictly non-canon."
Taken in that context then, I must concede. It's an interesting mechanic in those terms.
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SpikeDelight

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Edited By SpikeDelight

I really think that when games make these incremental improvements to the standards of video games it is just one step towards games being a more viable storytelling medium because 1. you aren't budened to learn a wealth of new controls so it's pretty painless and 2. it's much more immersive and if more games catch onto good trends (as sometimes they can be bad ones- I'm looking at you, QTEs) it will raise the standards so that video games in general will be better. I really hope that more developers come up with these improvements to gameplay (accidental or otherwise) because I seriosuly think it's helping our industry make a name for itself in the public eye outside of Wii shovelware and sports games.

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Edited By Discorsi

How is a super soldier who can sprint for an infinite amount of time "engaging?"  It is a much more exhilarating experience when you have a set sprint time while running away from baddies not knowing if you are going to make it rather then straight sprinting away knowing that you can just keep running and running.  Not having a set sprint time is just convenient.  People get mad all the time when they have to not sprint.  I would even go as far as to say that infinite sprint is arcadey and lessens the angst of a tense firefight.

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Edited By PureRok
SpikeDelight said:
"
inb4 you're just out of shape. seriously, go test it out before you pass judgement.
"
I was holding down the stick button and holding it forward the whole time I read this thread and my thumb did not get tired. You're out of shape.
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SpikeDelight

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Edited By SpikeDelight
Discorsi said:
"How is a super soldier who can sprint for an infinite amount of time "engaging?"  It is a much more exhilarating experience when you have a set sprint time while running away from baddies not knowing if you are going to make it rather then straight sprinting away knowing that you can just keep running and running.  Not having a set sprint time is just convenient.  People get mad all the time when they have to not sprint.  I would even go as far as to say that infinite sprint is arcadey and lessens the angst of a tense firefight."
You completely brushed past my entire argument here. I explained, at length, how "a super soldier who can sprint for an infinite amount of time is engaging". The reason I've explained being that you, the player, can't hold the sprint button long enough to actually sprint infinitely. This breaks the fourth wall because, as in real life, there is no knowledge that "Damn I only have 5 more seconds of sprint left let me save it up", with the BF:BC sprint, it's more like, "If I could only make it to that house I might be safe. I'm already exhausted but I have to press on if I want to live." That's engaging gameplay. If the game set an amount of time that your character can sprint then it's just that, your character sprinting. Not you. It would be another separation between character and player just like cutscenes, character-spoken dialogue, and many others crutches that are so trendy in games today. Games need to get past these barriers or they will continue to be a passive medium like movies are, and in BF:BC they suggested a solution to a small thing that makes all the difference.


PureRok said:
I was holding down the stick button and holding it forward the whole time I read this thread and my thumb did not get tired. You're out of shape."
First, inb4 means you aren't supposed to bring that up, but second you have to test it in the game if you didn't the first time because for some reason playing it makes you exert more energy just because you are excited. Video stimulation, my friend. Getting shot at, even in a game, does that to you.
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starfox444

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Edited By starfox444

SpikeDelight, its sprinting, it can only go so far. I think its more convenient to have an unlimited ability to sprint it is a lot more engaging knowing you have a limit. The map design in COD and BF:BC are different and so the fast movement system of sprinting is different. In COD you sprint quickly from cover to cover where in BF:BC the map design is much larger and more open. Also, games are not at their core, story telling mediums because they are not originally designed to tell a complicated story. The focus of gaming whenever you play is the current objective and what you are currently doing, if you wish to change that then do so, but many gamers are happy with their average story line as they shoot lightning and flaming shurikens at ninjas jumping out of helicopters because apparently the ninjas arent very friendly.

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SpikeDelight

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Edited By SpikeDelight
starfox444 said:
"SpikeDelight, its sprinting, it can only go so far. I think its more convenient to have an unlimited ability to sprint it is a lot more engaging knowing you have a limit. The map design in COD and BF:BC are different and so the fast movement system of sprinting is different. In COD you sprint quickly from cover to cover where in BF:BC the map design is much larger and more open. Also, games are not at their core, story telling mediums because they are not originally designed to tell a complicated story. The focus of gaming whenever you play is the current objective and what you are currently doing, if you wish to change that then do so, but many gamers are happy with their average story line as they shoot lightning and flaming shurikens at ninjas jumping out of helicopters because apparently the ninjas arent very friendly."
You changed your point halfway through but I'll respond to both halves of your argument. In BF:BC the unlimited sprint is better because they're trying to say that your guy is fit enough to be able to sprint as long as your finger can hold down the stick. If you ever noticed also he's not getting very far with each step, so he really isn't getting very far. The point though is that having a limited sprint separates you from the character you're playing. I see what everybody is trying to say, but apparently I can't communicate what I'm saying well enough (in addition to the fact that most people don't like having discussions about the artistic quality of games these days). 

Second, please don't make me rage about why games are art and why your second statement is very closed-minded. But I will for a few sentences anyway. Let's go back to films as a comparison. Nobody in the theaters back in the 20's and 30's really was dissatisfied with what they were seeing those days. That's because what directors made in those days was all people had to reference what films could be. The exact same thing is happening here, with you and me, as you are content to have games continue in this limbo between art and sport for eternity. It was only the visionaries who truly saw what was missing in films and decided to change it by having their content set a new bar for what everyone expected of the genre. A bar so high that lesser films were laughed out of the room if they didn't meet that standard. Bars the gaming industry has now are things like serviceable HD graphics, realistic sound, competent aiming mechanics (assuming we're talking about FPS) and more. Games that are truly great though, like Half-Life 2, Call of Duty 4, even The Darkness (which, mark my words, will be looked back on with cult status decades from now) have set their own bars for other games to aspire to. I think the problem is that most developers know that these games are great but they don't know why they are great. Sure the extremely polished aiming and gameplay mechanics are part of it, and they all have great graphics, acting and sound. But there's that magic factor that other games- even the Call of Duty that tried to replicate Cod4, don't have. That's where the bar is. This bar takes shape in immersive gameplay. All of these games never have cutscenes. They completely immerse you as much as possible to be the character you are playing. Some games do it differently that others, as The Darkness has an optional camera view of Jackie while he talks, but this cramped feeling, uncertain of what is around the corner, constantly being stuck in the First-Person is part of the immersion that makes them stand out from other games. This argument specifically doesn't apply to BF:BC's sprint, but the idea applies to it. It's another piece of immersion that, if added to what those games have already can bring the gaming industry up another microscopic notch, bringing gamers out of the dissatisfaction that they don't even know they have.
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starfox444

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Edited By starfox444

It is sprinting. It does not hold the same impact as artistic styling, storyline and original mechanic.

The fact is that a different form of sprinting is not by any means new, nor it is extremely impactful upon the player as to how they see "standards of gaming." Personally i find sprinting a minor aspect of immersion, when i need to move fast, i will use it. To me, empathising with my character after sprinting for a few seconds and him stopping, thinking "that s reasonable, people get tired" makes perfect sense to me, and adds slightly to the immersion. If you want to sprint for as long as you can hold the button down and that is immersive for you, then thats fine but it seems unrealistic for me, that someone can sprint for as long as i tell them to. Think of it this way: It takes me 5 seconds to get from A to B. It doesnt matter if i choose to either sprint for an unlimited distance OR sprint to my time limit of 5 seconds.

Something that was truly innovative and immersive to me, was the HUD of dead space. That kept me immersed in a 3rd person game. Also the HUD of Far Cry 2, it was hardly ever there.
 

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SpikeDelight

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Edited By SpikeDelight
starfox444 said:
"It is sprinting. It does not hold the same impact as artistic styling, storyline and original mechanic.

The fact is that a different form of sprinting is not by any means new, nor it is extremely impactful upon the player as to how they see "standards of gaming." Personally i find sprinting a minor aspect of immersion, when i need to move fast, i will use it. To me, empathising with my character after sprinting for a few seconds and him stopping, thinking "that s reasonable, people get tired" makes perfect sense to me, and adds slightly to the immersion. If you want to sprint for as long as you can hold the button down and that is immersive for you, then thats fine but it seems unrealistic for me, that someone can sprint for as long as i tell them to. Think of it this way: It takes me 5 seconds to get from A to B. It doesnt matter if i choose to either sprint for an unlimited distance OR sprint to my time limit of 5 seconds.

Something that was truly innovative and immersive to me, was the HUD of dead space. That kept me immersed in a 3rd person game. Also the HUD of Far Cry 2, it was hardly ever there. "
Did you read my post though or did you skim over it? I was using the more blown out of proportion examples just for reference, but I did refer to this as a "microscopic" step forward. All I'm saying is that this separates you from your character less. Your thing of "people get tired" is still referring to the fact that your character gets tired. Not you. I'm saying that the conditioning of Preston Marlow in Battlefield is directly proportional to the conditioning of the player's thumb. This 1:1 ratio makes the game more immersive than a game with a passive 5 second sprint mechanic. It also means that certain players are faster than others based on the fitness of their thumb, something that is also directly proportional to how it is on the battlefield, as certain people can sprint longer than others. I already know it's a small thing, I was just bringing it to people's attention. Read my other blogs, they're all about small things. That's what I do, I say "Did you ever notice this?" because you obviously wouldn't normally notice something this small.
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starfox444

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Edited By starfox444

personally that doesnt make sense to me, it breaks the immersion because its not an accurate reflection of reality to suite my tastes. My character getting tired makes more sense to me than my character stopping until i decide to stop pressing the button,also i thought "oh ill have a go at holding it down" and i lasted 5 minutes before i got bored of it and set the dualshock 2 down. ALTHOUGH i do see your point and why that would appeal to you, but in my opinion you will always be playing a character that is not you unless of course its a custom character and so there will always be a level of realisation that you are playing a videogame- immersion has its limits. For me immersion means an informative but not predominant HUD which lets information flow with the visuals, Far Cry 2 earns praise from me here because it dissappears when you dont need it and appears when you do.

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Edited By PercyChuggs
Jayge said:
"I can almost certainly assure you they didn't design it specifically to do that- they made sprinting infinite because of the huge maps and minor focus on vehicles. Either way, making it require you to constantly hold the stick is retarded. The last thing you want the player to do is tire out their hand and get annoyed at the game. Seriously. It's a dumb-as-rocks design choice."
So I take it you also think the MGS4 oven-crawl scene is a "dumb-as-rocks design choice" as well?
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SpikeDelight

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Edited By SpikeDelight
starfox444 said:
"personally that doesnt make sense to me, it breaks the immersion because its not an accurate reflection of reality to suite my tastes. My character getting tired makes more sense to me than my character stopping until i decide to stop pressing the button,also i thought "oh ill have a go at holding it down" and i lasted 5 minutes before i got bored of it and set the dualshock 2 down. ALTHOUGH i do see your point and why that would appeal to you, but in my opinion you will always be playing a character that is not you unless of course its a custom character and so there will always be a level of realisation that you are playing a videogame- immersion has its limits. For me immersion means an informative but not predominant HUD which lets information flow with the visuals, Far Cry 2 earns praise from me here because it dissappears when you dont need it and appears when you do."
I guess it depends on your tastes, and I think it's a lot easier to hold down L3 on a DualShock 3 than it is on a 360 controller, but I see what you're saying. I am just saying that in my optimal view of immersion the player gets as close as possible to his character through design choices without it becoming absurd.
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keyhunter

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Edited By keyhunter

Holding down L3 is pretty easy if you don't have woman thumbs.

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SpikeDelight

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Edited By SpikeDelight
keyhunter said:
"Holding down L3 is pretty easy if you don't have woman thumbs."
Are you talking about PS3 or 360? Because it's way easier on Ps3 I just played my cousins Cod War on there.
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granderojo

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Edited By granderojo
End_Boss said:
"thabigred said:
"I did notice that the maps were over sized, I liked the gameplay but having to run across the screen for long stretches made the multilayer unplayable for me, and the fact there were RAMPANT cheaters."

Really? I still own and play Bad Company and I find its one of the most cheater-free experiences as far as multiplayer goes. Sometimes I get frustrated 'cause a player kills me from some completely unknown location, but then I realize that they were a sniper. Or just got the jump on my unsuspecting ass.

Then I blow more shit up."
there are dudes that flip over cars and repair them constantly, god I hate that shit.
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SpikeDelight

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Edited By SpikeDelight
thabigred said:
there are dudes that flip over cars and repair them constantly, god I hate that shit."
Yeah you flip it and keep holding down R with your repair tool out and the rate at which the car deteriorates is the same as the rate at which your thing fixes. So it never blows up and the match ends with that guy on top of the list.
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Discorsi

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Edited By Discorsi
SpikeDelight said:
 I'm saying that the conditioning of Preston Marlow in Battlefield is directly proportional to the conditioning of the player's thumb. This 1:1 ratio makes the game more immersive than a game with a passive 5 second sprint mechanic.
Wow that's a hoot.  1:1 ratio my ass.
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SpikeDelight

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Edited By SpikeDelight
Discorsi said:
"SpikeDelight said:
 I'm saying that the conditioning of Preston Marlow in Battlefield is directly proportional to the conditioning of the player's thumb. This 1:1 ratio makes the game more immersive than a game with a passive 5 second sprint mechanic.
Wow that's a hoot.  1:1 ratio my ass."
Uh, well it's a fact that it is a 1:1 ratio because it appears in the game that way. You're probably trying to say that a normal person wouldn't have a 1:1 ratio as radical as this. I never mentioned in this post also, that this is a cartoony game. Yes, I said it. Just because the graphics are very realistic and the physics are alright doesn't mean the game can't be cartoony at heart. The entire plot is devoted to comedy, you can blow a house up without hitting one support beam, you can shoot a wall with a grenade launcher from an inch away without taking damage, it's cartoony. The fact that your guy can sprint as long as you hold the stick only reinforces that. I think it goes towards the overall focus of the game. It may not work in every game trying to be realistic, but if games wanting immersion adjusted this for their own gameplay then it would be right for them.
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Discorsi

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Edited By Discorsi

then why the fuck are you comparing it to call of duty 4.

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PureRok

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Edited By PureRok
SpikeDelight said:
"
PureRok said:
I was holding down the stick button and holding it forward the whole time I read this thread and my thumb did not get tired. You're out of shape."
First, inb4 means you aren't supposed to bring that up, but second you have to test it in the game if you didn't the first time because for some reason playing it makes you exert more energy just because you are excited. Video stimulation, my friend. Getting shot at, even in a game, does that to you.
"
Bullshit. Adrenalin caused by playing the game will make me last longer. Don't patronize me with "my friend". Excitement and adrenalin makes you forget things like fatigue and pain, so your own argument helps me and not you. Also, I know what "inb4" meant, but I chose to ignore it because it's stupid and you had a challenge in there.
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jakob187

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Edited By jakob187

To be honest, I don't know exactly how I feel about this.  On one hand, the BF series has always realized that it is a game and handles itself that way.  With that said, I don't think there's a problem with infinite sprint at all, as it doesn't really affect the balance of Bad Company very much.

However, with BF2 and 2142, there is fatigue enabled on the sprint function, so you can't just go running forever.  That works well for that game, and I don't think you could have infinite sprint in them.

To me, it would seem that DICE focuses more on what is going to work for the game they are making rather than some form of continuity between everything across all the platforms they are featured on.  I really enjoyed the time that I spent on both Bad Company and CoD4, and even to some extent, CoD5.

If it works for the game it is presented in, then there shouldn't be a problem with it.  I will say, however, that CoD4 "just keep going after you've let go" thing pisses me off, on 360 AND PC.  When I let go of it, then that should be it.  No ifs, ands, or buts.  I can't even count how many times that has led to me being killed for no reason.
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SpikeDelight

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Edited By SpikeDelight
PureRok said:
Bullshit. Adrenalin caused by playing the game will make me last longer. Don't patronize me with "my friend". Excitement and adrenalin makes you forget things like fatigue and pain, so your own argument helps me and not you. Also, I know what "inb4" meant, but I chose to ignore it because it's stupid and you had a challenge in there."
1. You're thinking of adrenaline after you get shot and are in extreme shock. When you're playing a game on Normal mode, the only thing adrenaline gets you is jamming the same part of your thumb into the stick so hard for so long while running away from enemy fire that you begin to realize it hurts. Obviously now that you are breaking it down for its logic means that you didn't actually test it out on the game, so I'd suggest you do that as I said in my original inb4. Also I just figured out it would have to be done on 360 because apparently it doesn't apply on PS3 because of the 'softer' analog sticks. I only have the 360 version so I just assumed it would be the same on both originally.

2. You don't need to be hostile towards me. I post on Giant Bomb because the community is understanding and, while I hardly expect everyone to agree with me I can at least know that most people will conduct themselves with dignity and not lash out merely because of what was meant to be a kind gesture. When posting 'my friend' I thought you were in it for an actual conversation and were bringing up a response to my 'challenge'. Now I see that you were doing it out of dislike for me or what my post stood for and so you misjudge something that was meant to be friendly as some sort of smug response. Well at least now I know where we stand.
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TwoOneFive

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Edited By TwoOneFive

yeah i never understood how in cod4 you run out of breath. we're talking fucking elite soldiers here that the game is representing, i think the american is part of force recon in the marines (correct me if im wrong but he is some special forces) and those guys can run miles with 50lbs+ on their backs, swim thousands of kilometers etc. etc. and in cod4 you run out of breath after like 50 feet. 

fucking dumb
i liked BF:BC because of the way they go about it, as well as in Socom Confrontation. 

but now that i think of it, how fast do you walk/run in cod4 without holding L3? because if its steady jogging i take all that back, fast sprinting is difficult to maintain. 
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starfox444

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Edited By starfox444

Yay for immersion :D What i want to really see is what dead space brought about, although it is first person- integrating the HUD into what the player sees seamlessly. So its not the action taking place on the screen with a health meter slapped on to the bottom left corner and the nade counter slapped onto the bottom left.

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maimran91

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Edited By maimran91

YEah i love that game