It's like Halo 4 multiplayer has become all Arcade fight, all the time. When what I fell in love with was Limited. (Incidentally, this is exactly what happened to Firefight along the way, including the transition to Spartan Ops. It's now consequence-free combat.)
I agree with a lot of this. Whereas you used "Flow", I think a better word for my concerns are "pacing." Halo has always had a very deliberate pace, one of distinct "tension and release" looping.
Halo 4's campaign knows this well. There are many sections of the campaign where you aren't shooting anything but just wander and take it in. Firefight also did this very deliberately. You'd start, face off a wave, and then have a breather. Halo 1-3 multiplayer had this implicitly because of slow (read: non-sprint) movement speed and long (read: non-instant) spawn times created pauses in combat.
Halo 4's multiplayer and Spartan Ops have changed the game. There have been a lot of small changes, and I don't think by accident, to up the action. There are a number of tweaks that created this scenario:
- Sprint - dramatically reduces the effective size of the maps
- Smaller maps - None of these maps are as big as old ones, and ones that are, like Longbow have significant parts that aren't utilized at all. (I'm mostly talking about smaller Big Team Maps).
- Instant Respawn (for other players) - I got an overkill in SWAT, but it wasn't an extermination. There are no lulls to be had by killing the other team. There is a constant threat.
- Instant Respawn (for you) - Unless you choose it, there's no pause for you even when you die.
- Dramatically higher number of players per map - Take the Crimson Map Pack, the small to mid-size map is going to have 16 players for Infinity Slayer. 16!
- Load outs (for other players) - If you're in a hog and you kill someone, you had 3-5 seconds before they came back and maybe 10-30 seconds before they secured a plasma pistol or stickies to deal with you. Now they come back instantly with both. Vehicles are death traps now.
- Load outs (for you) - With no weapons on the map in many gametypes, you no longer have to pace yourself on weapon usage or use a weapon you don't want. Another tension (I don't' have a weapon I want and need to get to it) and release (I've got the weapon now) loop that's gone.
This is even more problematic for Spartan Ops. Infinite Lives, instant respawns, damn near every weapon on the map with tons of ammo. No way to fail. But also, no break between waves. That tension of each wave and release of wave breaks is gone.
All of these together add up to a game who's pace is quite literally "non-stop". There is no "tension -> release" loop anymore. Every game feels like
Fiesta to me (or as Ghal said, Arcade Fight). Too many players, too many weapons. I'll be honest and say I've had fun, but it's not the fun that I've had in the past. It's not the kind of fun that I only found in Halo.
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Another way of looking at it is that I don't feel like things are earned anymore (or at least not to the same degree). Everything is just given to you.
- Want to always have someone to shoot?
Instant respawns and tons of players mean you no longer have to stay alive or correctly anticipate enemy movement.
- Want to have stickies and a plasma pistol to defeat vehicles?
Spawn with them.
- Wish you knew where your flag gotten taken to?
We'll put a waypoint on the guy.
- Want a power weapon?
Just play how you like and we'll give you your very own. Announcing you have rockets used to be a key to map control and teamwork. Now it's pointless, because your teammates have a SAW, a binary rifle and a needler. Nobody wants to hear it.
- Wish you knew when every wave was coming and what was in it?
Don't worry Miller will tell you. (And Palmer will belittle him.)
I've said this about Spartan Ops: if I can't fail, then I don't feel like I've succeeded. It used to be a thrill to get a power weapon or get to the plasma pistol in time to stop a rampaging ghost. Just like it was a thrill to stay alive through a whole Firefight set. Or a thrill to find and call out the flag carrier's location to your teammates. Now I can auto-succeed, which isn't satisfying.