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  A Decade On, Halo Charts Its Course
by Christian Nutt [Business/Marketing, Design, Interview]
11 comments Share on Twitter Share on Facebook RSS
 
 
May 2, 2011 Article Start Previous Page 3 of 3
 

This is sort of the place where the line between marketing and creative gets really fuzzy, and I'm interested in that. I'm not talking about the novels; I'm not talking about the games either. I'm talking about the community engagement, and getting people involved, and I'm interested in how that interface works at a Microsoft level.

FO: The funny thing is, I know exactly what you mean, in that, are you turning into a franchise machine in a sort of GI Joe fashion? And the true answer is "no." Our marketing people at Microsoft actually only market our games. Our marketing people don't work on books, or the novels, or the comics. Every single one of those products, what you might call "ancillary products", was designed to answer a specific need. Fans wanted this; fans wanted to know this story.



When we started, they were really small projects, right? And marketing could care less. They were like, "Sure, whatever you want to do," you know? But now it's a big business -- but it got to be a big business without being a part of the product cycle, and rather being almost a literally a community effort.

Where it's like, "I want a Master Chief action figure," and we went and made that happen. And, "I want to know more about this angle of the universe" or "this back story in the universe," and we just went and made it happen. Everything has answered a question.

We're literally looking at making a grunt plushie this year, and not because -- well it'll probably sell a lot and make a lot of money -- but because it's the single most-demanded item that we haven't fulfilled in the franchise history. "I want a grunt plushie!" But the weird thing is, it's the hardest core fans that want that.

So yeah, I'm not worried about that. Certainly not yet, because, bluntly speaking, 343 Industries, and the franchise, and the licensing team within our studio, handles all that stuff -- so we own it, and we own the messaging, and we own the branding, and we own the clarity of that product, and it's something we take very, very seriously.

And we've had some misses in the past -- like we had some T-shirts people hate, and that kind of thing happens. But we learn from it -- but again, we're always trying to satisfy a demand. And it's just trying to make sure that you reach a state where 100 percent of that demand is met successfully. So yeah, I don't worry about saturation, or overexposure, because all of these things are what our fans want, one way or another.

There's guys there who hate the books. "Why are you making books? Why don't you make more DLC?" You get all that. You get that in any big universe, or any big franchise, but we know why we're doing that, and we're going to stay true to that.

It's interesting to hear you say that it all meets a need. That's the big question, because obviously you see the trend towards bigger franchises becoming not just a sixty dollar SKU; there's all kinds of stuff surrounding it. You see people making deliberate efforts to make it happen in a not-organic way. You have to know the benefit in it happening organically, but it seems like your roadmap is still to try and do it as organically as possible.

FO: I've been at transmedia conferences -- because we're considered transmedia experts -- and people say, "How do you take an item and turn in a big glorious far-reaching franchise with tendrils on the New York Times bestseller list and blah blah blah blah blah?" And they're like "You guys have nailed it! How do you do it?" And the answer is, "Have an awesome thing," right? And I hate saying that, but that's the truth.

We could have had a crappy thing, and not had this franchise. Or we could have had an awesome thing and not done this organic growth that we have done, and not had it. There wasn't a master plan from the get-go. And in fact, what I just described -- which is meeting community wants and needs, and taking weird little risks here and there -- is not really a plan. But it's not exactly reactive either. We think through everything.

We try our absolute hardest to make everything work well, but there's no secret recipe. I think Avatar is a good example to me, because Avatar was a massive success, and it was a beautiful-looking movie. And for some reason, the toys, and the ancillary spinoff stuff, it just didn't take root, and you can't say why. Avatar was bigger than us, eventually, but it just didn't become a franchise. It was a one-off, and I don't know what the answer to that is.

The other thing to be concerned with is that people feel very passionately about Halo, and you have to keep the stink of crassness away from it.

FO: Yeah.

It could be fragile, because we all know how people who put their passion in something can real feel betrayed really easily.

FO: Yeah. We have hardcore fans who -- the weirdest thing is, they're, in some ways, their own worst enemies. Where the logical endgame for that level of fan rabidness, is that we never had faster-than-light travel, because of the limits of C that Einstein laid down. And it's reductive; there's a kind of reductive rabid fan that just wants answers to questions where there are no really good answers.

We have our science fiction answers, but sometimes they want a science answer. And you're like, "This is a beautiful, wonderful imaginary universe, and don't ruin it by trying to make it a clinical, dead space."

But those guys are few and far between, and even those guys can be reasoned with. You have this conversation with them and they're like, "Yeah, yeah, yeah I get it. I just want a new layer of depth. I want more and more and more." And it's because they're committed to it, because they believe it, right? And so, that's good. We should take that as a compliment.

 
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Comments

dario silva
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"We're considered transmedia experts," he tells Gamasutra. But he says the solution is simply to have a quality franchise that organically grows in the directions its fans push it."



What exactly has Halo contributed to gaming in all of its 5 incarnations?

Skip McGee
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They basically invented the playlist, party and matchmaking systems that is the standard in every online multiplayer game on the console today. As developers, they helped drive Xbox Live in the direction its gone with achievements, XBox Live parties, and DLC. No other game has anything as good as Forge or Theatre implemented. Bungie.net is an amazing industry leading community site with countless features. They pioneered countless console FPS systems, like autoaim, or at the very least brought their proper implementation to the forefront for others to emulate. In single player, they have an amazing lore that transcends video games. In multiplayer, they have more game modes in a single incarnation than most games have in a franchise.



Sure, the core multiplayer gameplay is essentially Quake, but you cannot deny that this franchise and its success has had a tremendous contribution to gaming.

Amir Sharar
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A few more things to add:

-it never pioneered split screen multiplayer, but it added another dimension with LAN support, which meant 16 players playing in the same room which made for an unparalleled local multiplayer experience (well, TimeSplitters borrowed this idea and did it fairly well). I really think this has affected modern game design as many opt to include this feature (Call of Duty series), while some other franchises (like Killzone, for example) have chosen to abandon it in favour of better visual performance.

-it, along with Operation Flashpoint: CWC (released nearly the same time) featured multiplayer vehicles that were a large part of the gameplay.

-it was one of the first to balance attack concepts such as weapon fire, grenade, and melee attacks (in other games weapon fire was primarly the method to attack people). This, coupled with the fact that the players were made slower, really pushed the concept of a "triangle" of attack options and strategies.

-Pioneered an excellent implementation of audio chat. One striking memory of playing Halo 2 on Xbox Live was hearing my friend and my brother, both on the enemy team, laughing as they drove by me thinking they would have splattered me. The audio was controlled by distance, so I heard a faint laugh getting louder and louder, until I jumped out of the way, hearing the laughter fade out until I hear it crash into a wall.



As others have said, there are many things it has done that other platformers do but it does it "right". Super Mario Bros. isn't the first platformer out there, but it did so many things right it influenced all other platformers after it. Halo has done the same for FPS games.

Robert Gill
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It's defined the FPS genre, and created an enriching universe. Without it, we wouldn't have the online gaming on consoles that we have today.



Whether you like it or not, it really has made a significant impact on the industry.

Daniel Mackie
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To add something simple here but important. It has been fun. Games should be fun to play. I find Halo fun to play. It is accessible and enjoyable on different levels.



Fun gets left out a lot in gaming commentary and games at the moment; people spend ever increasing amounts of time trying justify lofty concepts and mechanisms.



Fun is why I game.

SDF River
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Well said guys.

Jeremie Sinic
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I can still remember the first time I played Halo on an Xbox a friend of mine had bought upon release. The next thing I wanted to do was to get my own Xbox. It's also the only game that managed to make all my friends --including non-FPS fans-- gather and play it seriously (at WCG level for some of them).

Jacob Pederson
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I scrolled down here already cringing for some good 'ole Halo bashing, but didn't find any. Good to see the franchise being recognized for all the great stuff it contributed to the genre!

Lyon Medina
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Love Halo, done.

Michael Kolb
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I was part of that hey bring your controller we're going to have a split screen two Xbox/TV lan party of Halo. I was also there when matchmaking became a huge thing and have had many fun times online with friends and strangers alike. I've always enjoyed the single player campaigns due to the lore that Bungie put into the Halo series. That's one reason why I just got done reading the Fall of Reach, even though I played Halo Reach as well. I like to explore deeper into the lore of games and I'm glad they know that but aren't forcing it down fan's throats! I also enjoyed the Gears, Mass Effect, and Starcraft books. They might not be New York Times best sellers but they're enjoyable reads that like to get to know more of the lore and the hard work the developers of such great games create. Of course I'm more interested in backstory, setting and characters since I'm more focused with game design than the average gamer.


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