
Jamie Griesemer used to be a designer at Bungie, working on the first several Halo games. He helped design the original *Halo: Combat Evolved*, then led the design for both *Halo 2* and *Halo 3*. He also contributed to the design of *Halo 3: ODST* and *Halo Reach*.
Joseph Staten’s colleague, Chris Griesemer, was a key figure in developing Halo’s gameplay, fights, and how quickly the game moved. He recently discussed his time at Bungie and brought up the ongoing discussion about whether or not sprinting should be included in Halo games.
His remarks shed light on how sprinting changes the feel of Halo, its impact on the way levels are built and how battles play out, and ultimately, if it’s a good fit for the game.

Griesemer makes his position quite clear. He believes the debate over whether Halo should include sprinting misses the point. He clarifies this by stating:
No single design choice automatically improves a game. Games are complex systems, and any change will inevitably have both benefits and drawbacks. A seasoned game designer understands this and wouldn’t frame the issue as simply making a game “better.”
Jamie Griesemer
He thinks sprint isn’t automatically beneficial or detrimental; its effectiveness depends on the particular Halo game it’s used in.
Currently, the planned remake of Halo: Combat Evolved allows players to turn sprinting on or off. However, Joseph Staten believes this is a mistake. He argues that making a core game feature optional shows a lack of creative direction, essentially admitting that anyone could have designed the game instead of the development team.
That’s a silly question. Asking ‘should’ something happen suggests a matter of right and wrong, but game rules aren’t inherently moral. There’s no real answer, and trying to find one is pointless. (October 28, 2025)
He’s worried the optional sprint feature makes it hard to create a smooth and impactful experience. The game’s events are carefully timed and positioned, relying on knowing how quickly the player is moving. Things like enemy AI, when sounds play, where objects appear, and the music all depend on predictable movement. If a player sprints, they might reach an event too early, miss a key moment, or bypass an important item placed to enhance the gameplay. Even a small disruption like this can throw off the rhythm and lessen the emotional impact.
Why sprint disrupts pacing and level design in Halo
Sprinting offers clear advantages: it speeds up replays and backtracking, and allows you to quickly cover large distances without a vehicle. However, designer Paul Griesemer argues that these benefits are only realized if the game’s levels are specifically built with sprinting in mind. Otherwise, sprinting could make the game too easy by letting players bypass important battles or story elements, and they might miss crucial details along the way.
The sprint feature lets players move around the game world faster. Players want this because they’re often eager to reach their destinations and may not find the regular movement speed engaging, especially when revisiting areas, retracing their steps, or if they’re familiar with the game. (Note: October 28, 2025 was included in the original text.)
When players move too quickly, the game’s natural flow breaks down. Developers try to fix this by adding things like locked doors or extended conversations – moments that slow things down purely to maintain the intended pace. However, these additions often feel forced because players can run ahead of what the level was designed for.
A problem with the game is that sprinting sometimes makes vehicles feel unnecessary. Testers have completed missions meant for vehicles while on foot because sprinting lets them get around so easily. Essentially, sprinting does the same job vehicles were intended to do, which makes the game’s areas feel less interesting and designed for vehicle use.
Forcing characters to sprint can ruin the natural flow of a game and make the world feel less mysterious. If your game’s levels and objectives are already fully defined, this could be a serious problem with far-reaching negative consequences. However, if you’re still early in the development process, you may be able to adjust things… as of October 28, 2025.
Griesemer has proposed some ways to limit sprinting, but he sees them as quick fixes, not permanent answers. These ideas include reducing shields while sprinting, making more noise to warn enemies, increasing damage taken during a sprint, or temporarily disabling firing after stopping. While these options add some risk, they don’t address the fundamental problem.
He believes these solutions only address the surface-level problems. The core solution is to design the game with sprinting as a fundamental element from the very beginning, ensuring that the speed, challenges, and movement all work seamlessly with it. If sprinting is built into the game’s foundation, there’s no need for artificial limitations or complicated fixes to manage it.
The sprint debate continues

The discussion about sprint in Halo will probably continue for a long time. While I personally never enjoyed sprint in previous Halo games, I think Halo Infinite has found a good middle ground. In my opinion, the grapple hook actually interrupts gameplay more than sprint ever did. I’m curious to hear what others think – do you like sprint, wish it was included, or don’t really mind either way?
FAQ
Why is sprint so controversial in Halo?
Sprint impacts how quickly players progress through levels, influencing the overall flow, where enemies are positioned, how vehicles are used, and the design of challenges.
Did Bungie ever intend for Halo to have sprint?
When Halo was first developed by Bungie, the game didn’t include a sprint feature, and levels were designed assuming players moved at a consistent speed. According to comments from Bungie’s Jaime Griesemer, the team realized adding sprint would necessitate completely rethinking how levels were structured, the rhythm of gameplay, and the overall flow of missions.
Does Halo Infinite have a good sprint implementation?
Infinite’s sprint isn’t very fast and is similar to their normal running speed, making leveling up feel smoother. While some players think this is a good compromise, others have different opinions.
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2025-11-07 16:42