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Obviously
the network requirements of Halo
are... I don't want to impugn anyone else, but they're probably the most robust
of a shipped shooter, and the complexity of what you can do with recording
matches and having people in and out.
MZ: I understand it's pretty sophisticated.
And
that has to affect things in a way, too, with performance issues.
MZ: Performance, absolutely. As far as our
actual networking, on the environment art side, it doesn't impact us that much.
There's certain things for split-screen that we have to think of, and we test
thoroughly obviously over Live connections and system link and all that.
BJ: In regards to safe zones, though, one
of the things that you guys used to joke a lot about was... giving the player
the ability to go anywhere they can in the world at any moment in time. All of
the old tricks of the trade kind of used smoke and mirrors. You guys can't hide
anything.
MZ: That's very true. Well, no, there is
somewhere to hide. It's beyond the soft ceiling.
BJ: It's like the inside of the Pelican is
now fully rendered, and you can fly inside if you want to, even though as a
player you'll never go there.
MZ: In a way, we were initially kind of
dreading that. Like, "Oh man, you're going to be able to peek at all of
our laziness." But actually at the end of the day, I think it was kind of
good, because it actually more often than not... the screenshots I saw where I
would be afraid of exposing a bad angle... users were actually coming up with
better viewing angles than we did.
A lot of times, they're actually getting to
see stuff that we had to model for that one percent edge case, where somebody
could grenade-jump up. We were like, "Okay, I have to model that and
texture that, but I know no one's going to see it." But now, tons of users
see it, because they're flying the monitor up there, and that was awesome.
We didn't necessarily author a lot more
content than we did on Halo -- well,
we did more than Halo 2, but for
different reasons -- than we otherwise would, if we didn't have safe zones. In
some ways, it's actually kind of satisfying, that some work paid off that you
didn't think would.
I
remember when the beta came out, and somebody clipped through Master Chief's
helmet somehow, and found the face texture. Those are the things that must be
hard to anticipate.
MZ: Basically our golden rule of making
something bulletproof is that it will never be bulletproof. The players will
always find a way to break your game, especially when you expand to the player
population that we have. We have an amazing test team, but there's no way they
can compete with several million users, you know? It's just impossible. There's
a lot of smaller games that get away with a lot more because of that.
At
the same time, having millions of people play your game is the reward as well.
MZ: Oh, absolutely. I'm not complaining.
Yes
you are! I have it on record.
MZ: (laughter)
BJ: There's a whole population that thrives
just on breaking Halo, and doing
stuff in Halo 1 kind of built this
hardcore following, because these guys are trying to break the physics by
launching Warthogs in the air and doing these things that would never happen
intentionally. In Halo 2, I think a
lot of that went away, and in Halo 3,
people feel free to explore and be more strident and do things they couldn't do
before.
MZ: I think you could argue that it's that
sort of adventurous spirit of the user base that has inspired things like
Forge. We want to empower that as well, because it's way more exciting.
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Again, great interview