Editing Bungie ViDoc: O Brave New World
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*'''Marcus Lehto''': "It was pretty generic Sci-Fi. You had your typical military forces, tanks, jeeps, that kind of things and some armored guys." | *'''Marcus Lehto''': "It was pretty generic Sci-Fi. You had your typical military forces, tanks, jeeps, that kind of things and some armored guys." | ||
*'''Jason Jones''': "We did a lot of thinking about what it meant to be an action game. And could | *'''Jason Jones''': "We did a lot of thinking about what it meant to be an action game. And could a action be a Real-time strategy game? And the answer was no." | ||
*'''Shi Kai Wang''': *We want a Sci-Fi character, a guy in a suit who can go from Earth to space and we don't have to worry about him changing clothes. And we just needed him to look like a Space marine." | *'''Shi Kai Wang''': *We want a Sci-Fi character, a guy in a suit who can go from Earth to space and we don't have to worry about him changing clothes. And we just needed him to look like a Space marine." | ||
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*'''Marcus Lehto''': "Oh god, what do we call him? Something like the super soldier." | *'''Marcus Lehto''': "Oh god, what do we call him? Something like the super soldier." | ||
*'''Shi Kai Wang''': "And then | *'''Shi Kai Wang''': "And then we started moving the camera closer and closer to the character." | ||
*'''Marcus Lehto''': "What if we put ourselves in this character, what if we became that character?" | *'''Marcus Lehto''': "What if we put ourselves in this character, what if we became that character?" | ||
*'''Eric Osborne''': "Those are the moments | *'''Eric Osborne''': "Those are the moments were things start to come together. Marcus saying 'No, no, we're going first-person because this is more fun'." | ||
*'''Shi Kai Wang''': "I don't think we could have captured as much of the audience had we stayed in Third-person." | *'''Shi Kai Wang''': "I don't think we could have captured as much of the audience if we had decided had we stayed in Third-person." | ||
*'''Eric Osborne''': "Those are the ideas and decisions which really change the course of the game and the company." | *'''Eric Osborne''': "Those are the ideas and decisions which really change the course of the game and the company." | ||
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*'''Mike Krahulik''': "Different!" | *'''Mike Krahulik''': "Different!" | ||
*'''Marcus R. Lehto''': "The reality of | *'''Marcus R. Lehto''': "The reality of shipping on a console, it was a lot of pressure there. And we didn't have anything running on that console, at all." | ||
*'''Chris Butcher''': "When I joined, the AI for ''Halo'' was about three source files and the big block comments at the top that were just Jason's log of him frantically trying to get something, anything, up and running. [[Jaime Griesemer]] and myself, we just sat and worked on two signature encounters, one was the beach on ''[[The Silent Cartographer]]'', which was the classic kind of wave advancing encounter and the other one was the classic defensive encounter. We really only had one shot at it because we weren't going to have time to go back and scrap the AI system. So we just knew we had to get it right." | *'''Chris Butcher''': "When I joined, the AI for ''Halo'' was about three source files and the big block comments at the top that were just Jason's log of him frantically trying to get something, anything, up and running. [[Jaime Griesemer]] and myself, we just sat and worked on two signature encounters, one was the beach on ''[[The Silent Cartographer]]'', which was the classic kind of wave advancing encounter and the other one was the classic defensive encounter. We really only had one shot at it because we weren't going to have time to go back and scrap the AI system. So we just knew we had to get it right." |