Contents
Bungie In 2008: Reflecting On Halo 3, Moving Beyond
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Bungie In 2008: Reflecting On Halo 3, Moving Beyond
by Christian Nutt
1 comments
Share RSS
 
 
June 2, 2008 Article Start Previous Page 6 of 11 Next
 

You hear that echoed by John Riccitiello now. I don't know if any of you guys caught what he said at DICE, but he basically said that EA's failure had been to try to manage outward to the studios they acquired, and their success had been when the studio's culture flowed inward to them.

Maxis and Black Box were success stories, and Westwood and Origin were failures of the EA way, and their new organizational metaphor is a city-state system. They're not going to tell BioWare what to do. Well, I don't think that they could, but... they could, but you and I both know that's not going to work. And they know too now, hopefully.

Advertisement

MZ: In a way... well, I'm not the right guy to answer the question. I have worked at other studios, and honestly, just as just a guy in the trenches making art, the culture at Bungie... there's a little voice in the back of my mind that's like, "Hey, it's just us now." But the fundamental culture was there when I started with Microsoft, and it didn't change in a significant way.

And I never felt, even when we were on the main games campus before we got our own building, and we were eating at the cafeteria... I didn't feel like they were running our lives. In fact, I worked for a studio where, even though we were off in our own building in our own city, and the next office was halfway across the country, I still felt like there was more heavy-handed publisher-down first-party management than I felt sitting in Redmond.

And who knows? I'm in the trenches just making art, but there could be all sorts of shielding going on in the management levels, but at the end of the day, I can't imagine the relationship was completely antagonistic, because both parties are enjoying the success.

Bungie drove the success of the Xbox platform at a very basic level very early on, and certainly I'm not trying to insinuate there was some sort of fight. It's just interesting to me. I mean, you've got to know that everyone tries to speculate why the hell Microsoft would let Bungie go, and why Bungie would want to go, but I'm not expecting you to answer that.

BJ: We sort of have. Why we wanted to go, I think Mike already touched on when he talked about the team. We really wanted to empower ourselves and control our own destiny and really feel like whatever next big thing we made, that we were all in it together.

Whether we make or break, we own it, and we control it, which I think is important for Bungie to get back to where the company started, culturally, and I think its reinvigorated the team and given us new perspectives.

On the Microsoft side, they still have a great partner in Bungie, and a great relationship. We have a team now that's reinvigorated and also made great games for their platforms. It really was a win-win. It doesn't seem like it really adds up to people, but both groups got what they wanted out of the deal. We're happy that Microsoft allowed this arrangement to happen. It really is a mutually beneficial arrangement.

 
Article Start Previous Page 6 of 11 Next
 
Comments

Rayna Anderson
profile image
great interview! it's really interesting hearing about the tech side of the development of Halo 3 as well as how they managed the huge process. I really got a lot of of Mike (and Vic's) presentations on the environment art in Halo at last month's IGDA Montreal meeting. It's always fascinating to see the paths these people have taken to create such a memorable product! I applaud Bungie for being so open with the industry and sharing so much so that we can learn from each other like this.


none
 
Comment:
 


Submit Comment