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  Halo: Reach - The Beta Story
by Christian Nutt [Business/Marketing, Design, Interview]
7 comments Share on Twitter Share on Facebook RSS
 
 
June 25, 2010 Article Start Previous Page 6 of 6
 

I know this isn't Halo 4; they're not numbered right now, but into the online multiplayer this is a higher iteration of it. You've done it several times. Is there an optimal set of the way you look at the way maps need to ship in the box, or is it something that changes as players' tastes change, as player behavior changes? Is there a way you look at weapons like that? Do there become rules as you understand them, or does it always change?

BJ: I think it's something that evolves, again, as we continue development. As far as maps go, I think Halo 1 we had 13 maps; Halo 2 we had 12; and Halo 3 we had 11. (Laughs) It gets smaller and smaller because we try to focus more on quality now and less on quantity.



The awesome benefit we had with Halo 3 was Forge, and especially in Halo 3 DLC, releasing these different Forge maps where players could build all sorts of variants from the same basic environment created a lot of cool flexibility within the environment. That's absolutely some things we've been talking about internally for Reach in how we leverage all that for ship.

Yes, we need enough maps to cover the number of players that we want... and for all the different gameplay experiences we want to have in the game, but then we also want to give players a lot of tools that they can use to build cool worlds. So it's more evolution than really some hard number of "We must have 10 maps for ship."

And then, for weapons, with Reach we actually pulled back on the total number of weapons that we usually have in a game because, for Halo 3, honestly, I think we had too many weapons. A lot of them did not have very specific roles; so, again, we try to focus more on depth and quality for each weapon rather than a crazy number of weapons. That was just more of us sitting around and talking about, specifically, what did we want that sandbox experience to be for Reach.

You guys are lucky in the sense that other people who are working might get asked by their publisher, "Hey, if you guys don't have 25 weapons, we can't put 'Has 25 weapons!' on the back of the box."

BJ: Yeah, I think you're right. It's all us, since we've been here; but I think, with the success of Halo and the franchise and just Bungie's track record in general, it does definitely afford a lot of leeway -- sort of a lot of discussions about "Just trust us. This is gonna work. Trust us." Thankfully, it has.

CC: Yeah, and even like what Brian was saying earlier about the pistol, there's so much subtlety in the pistol -- so much time and effort has gone into that. We had the Halo 3 pistol, and it was good, but the pistol for Reach just -- once you get used to it and once you understand exactly how it works and exactly where it's effective -- it's just so damned fun to use that one gun. We're trying to take that philosophy and use it on every weapon in the game.

DLC has become increasingly relevant; you guys are, I'm sure, planning it -- thoughts on DLC strategy?

BJ: Well, we haven't announced anything, and I'm not going to be able to announce anything today. You are right that it is something that you have to think about even before the game is done. I think it's safe to say that we have a pretty long tradition of supporting our games through and beyond launch, and that will be the case for Reach, as well.

A lot of times, as you're working on the game, there are always more ideas than there is time to actually develop content, and that usually becomes a really nice spark to kick off downloadable content-type discussions -- when there's an opportunity in the development cycle to come up for air and actually look forward.

Looking back at what you've done in the past, did you feel like, again, is that something where, after you're done with it, you felt, "Oh, we had all of these cool ideas for what we could have done with DLC; we can worry about them in the future," or is it not the same as working on your main game content?

CC: The nice thing about DLC is exactly what Brian said, where we can push some ideas off to DLC if we do that. The other thing is that, in the past, working on DLC has been great for us because the engine is stable and the game is stable.

Right now, there's so many things changing that, even when I'm working on something specifically in multiplayer, there could be something else that's crashing the game. But for DLC, because the engine's already out there, it's a nice, stable development universe, so we can be a little more ambitious about some of the things that we try -- or at least we have in the past.

 
Article Start Previous Page 6 of 6
 
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Comments

James Huffman
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Great interview!

Germain Couët
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I wish every studio was as dedicated as Bungie.

Mark Angus
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A very interesting read I look forward to playing the final release

Johnathan Doe
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CC: "And there are other features that we're cutting right now just because we don't have time to finish them -- that's just the nature of the beast."



I've been a fan of Halo ever since "combat evolved" and really a fan of Bungie since the former glory days of Myth "the fallen lords". I'm 26 years old now and I'd like to think that my perspective has refined over time, I am sure y'all's has as well.

This is your first game "off the leash", so to speak, and a true testament towards how you have matured and re-developed into a stronger and healthier independent game developer.



I understand and recognize the realistic fact that time is money and deadlines are to be met, however, when i hear comments as such listed above it makes me second guess the ViDoc 01 "Reach" "Reach" "Reach"!?



I really hope y'all never forget your roots, maintain your drive & ambition, and realize that today truly holds your opportunity to "reach for the heavens". You can do it!



Sincerly,

A longtime Bungie fan.





P.S. - Please add Clans as it was in the days of halo 2 and do not allow people to boost/cheat as often. More armor customization and weather effects would be a plus. Thanks.

Matthew Mouras
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Great interview! Thanks much... I always appreciate hearing anything from Bungie. They have such great perspective on the industry and their place in it.



Had to giggle at this though:

"Those discussions turned into the feature that ultimately made it into Reach, but it's very different from us saying, "Well, Modern Warfare has player rewards and a deep progression system; we need to have that, too." Maybe deep down, subconsciously, some of us were thinking that, but it really was that we like this as gamers. "



Let's not kid ourselves... you might like it as gamers, but you didn't invent it and Infinity Ward did. It's a very justifiable appropriation (maybe a necessary one nowadays??), but let's call a spade a spade. You didn't think of it and now you are... Reaching *snark snark*

Art ifex
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@Matthew Mouras

"Lets call a spade a spade."



Yes, lets.

Because, as we all know, nobody before Infinity Ward had ever thought of character progression, or reward-based skills and equipment systems in a game, especially FPS games... Those unclever Bungie people just 'appropriated' the totally original ideas of Infinity Ward!

Concepts which Infinity Ward invented, out of nowhere, and are totally not the ideas anyone else has ever had. Ever.



Personally, I'm going to rant about this:

Bungie is totally appropriating concepts from Pen and Paper RPGs!

The audacity of those fellows!

*shakes fist in righteous internet anger*

Evan Moore
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Bungie is one of the few prominent developers out there with real passion for their games. They aren't just companies, they are gamers too. And that's what the industry needs more than ever; companies that care about their games and make games that they, as gamers, honestly want to play!



@Matthew: What about the matchmaking system that Bungie pioneered that now dominates every online console multiplayer game? I'm pretty damn sure Infinity Ward didn't think of that. Who's appropriating who?


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