Some of the debate last night kind of got to me, particular the part about "constructive" criticism. I'd like to defend the people, like myself, who like Reach less than previous Halos for a second in a way that some of them probably can't articulate, not to be crude/elitist but it just comes with the territory of going through design/art school for years now.
The design philosophy of Reach alludes me. I've never been told or linked a real answer as to why the fundamental core from previous games necessitated such big changes. I don't think it's unreasonable for people to expect consistency in a series, particularly with elements in Halo that work. In all design, there is always the constant question "WHY?", if you cannot justify an element with an answer, simply put it needs to go or change. As a great game design team, I don't think Bungie just throws stuff in for shits and giggles. So all the time I'm left wondering, what is the philosophy, what is the thought process that lead them to conclude the previous games got movement, jumping, shooting, strafing, etc wrong. And maybe that's the wrong thought process about it, but why not stick with tried and true, then add things that compliment it, instead of take a wrecking ball to it.
People tend to ask of us why don't you like Reach? I would think compared to previous iterations the answers are obvious. And it makes it a chore to explain just why AAs, restrictive movement, and even more aim assist instill displeasure. Especially in the context of the previous games. Reach would have probably garnered a better and more appreciative audience as a stand alone game. As it stands, many people who played through all previous versions are left wondering why Reach is at it is, and I don't think they've ever really got a definitive answer. (If there is please link me to it.) Mostly all I've seen is conjecture about Sage taking over or the other games being flukes. Which I mostly don't buy because a) there was a whole design team behind this and b) as mentioned earlier every design decision has to be justified.
On that note, if Frankie or Ellis will humor me, (and this was answered a little bit at some of the Halofest panels), what has been your design philosophy in reversing/altering many of the elements in Reach?