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{{Title|Bungie ViDoc: ''O Brave New World''}}
{{Title|Bungie ViDoc: ''O Brave New World''}}
{{Status|RealWorld}}
{{Era|RW}}
{{#widget:YouTube|id=OtG6--4r_qk|width=300|right}}
{{Under Construction}}
{{Article quote|To cap off Bungie's 20th Anniversary festivities, the team has assembled a near hour long documentary covering the studio's past, present, and future. Featuring insight from the team -- including their ever illusive Creative Director, Jason Jones -- and interviews from key industry veterans and luminaries, "O Brave New World" is both a celebration of Bungie's legacy and a love letter to the community of gamers who have embraced Bungie's games for two incredible decades.}}
<div class="floatright"><youtube width="450" height="300">OtG6--4r_qk</youtube></div>


The '''Bungie ViDoc: ''O Brave New World''''' is the last ''[[Halo]]''-related and longest [[ViDoc]] made by [[Bungie]]. It was released on [[Wikipedia:YouTube|YouTube]] on August 3, [[2011]].<ref>[http://www.youtube.com/watch?v=OtG6--4r_qk '''YouTube''': ''O Brave New World'']</ref> It runs for 55:08, and summarizes Bungie's history and future, as well as ''Halo''<nowiki/>'s creation. Though mostly new footage, it also contains parts from other ViDocs, as well as videos recorded during the early days of Bungie.
{{Article Quote|To cap off Bungie's 20th Anniversary festivities, the team has assembled a near hour long documentary covering the studio's past, present, and future. Featuring insight from the team -- including their ever illusive Creative Director, Jason Jones -- and interviews from key industry veterans and luminaries, "O Brave New World" is both a celebration of Bungie's legacy and a love letter to the community of gamers who have embraced Bungie's games for two incredible decades.}}
 
The '''Bungie ViDoc: ''O Brave New World''''' is the last ''[[Halo]]''-related and longest [[ViDoc]] made by [[Bungie]]. It was released on [[Wikipedia:YouTube|YouTube]] on August 3, [[2011]].<ref>[http://www.youtube.com/watch?v=OtG6--4r_qk '''YouTube''': ''O Brave New World'']</ref> It runs for 55:08, and summarizes Bungie's history and future, as well as ''Halo''<nowiki>'</nowiki>s creation.


==Transcript==
==Transcript==
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*'''[[Luke Timmins]]''': "In many ways, it's one of the best things that ever happened to Bungie, right?"
*'''[[Luke Timmins]]''': "In many ways, it's one of the best things that ever happened to Bungie, right?"


*'''[[Wikipedia:Adam Sessler|Adam Sessler]]''': "What I really like about this whole Bungie relationship with [[Wikipedia:Activision|Activision]] is that I never saw it coming."
*'''[[Wikipedia:Adam Sessler|Adam Sessler]]''': "What I really like about this whole Bungie relationship with [[Wikipedia: Activision|Activision]] is that I never saw it coming."


*'''[[Wikipedia:Jerry Holkins|Jerry Holkins]]''': "The idea that Bungie would make ''[[Halo series|Halo]]'' for a million years was inconceivable."  
*'''[[Wikipedia:Jerry Hokins|Jerry Holkins]]''': "The idea that Bungie would make ''[[Halo series|Halo]]'' for a million years was inconceivable."  


*'''[[Eric Osborne]]''': "In a lot of ways, we're starting over."
*'''[[Eric Osborne]]''': "In a lot of ways, we're starting over."
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*'''[[Jason Jones]]''': "It does bring back the early days. We have this great idea and we don't really understand it. Its going to be fun to figure it out."  
*'''[[Jason Jones]]''': "It does bring back the early days. We have this great idea and we don't really understand it. Its going to be fun to figure it out."  


''A group of pixels form together in a similar way to [[Wikipedia:Gnop!|Gnop!]] which later transfigure into a timeline which moves between 1991, 1992, 1993, 1994, 1995, 1995, 1997/1998, 2001, 2001, 2004, 2007, 2009 and 2010 simultaneously while showing brief snippets of games Bungie developed in those specific years.''
''A group of pixels form together in a similar way to either [[Wikipedia: Pong|Pong]] or [[Wikipedia:Gnop!|Gnop!]] which later transfigure into a timeline which moves between 1991, 1992, 1993, 1994, 1995, 1995, 1997/1998, 2001, 2001, 2004, 2007, 2009 and 2010 simultaneously which showing brief snippets of games Bungie developed in those specific years.''


'''Bungie 20th Anniversary'''
'''Bungie 20th Anniversary'''
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*'''Alexander Seropian''': "Then came ''[[Marathon]]'', which was a real big hit for us."
*'''Alexander Seropian''': "Then came ''[[Marathon]]'', which was a real big hit for us."


Marathon'' gameplay is presented.''
Marathon'' gameplay is is presented.''


*'''[[Claude Errera]]''': "''Marathon'' was the first shooter which had verticality to it."
*'''[[Claude Errera]]''': "''Marathon'' was the first shooter which had verticality to it."
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*'''Lorraine McLees''': "You use the terrain to your advantage. Which isn't something that a lot of games did at the time."
*'''Lorraine McLees''': "You use the terrain to your advantage. Which isn't something that a lot of games did at the time."


*'''Martin O'Donnell''': "I definitely did not think Bungie was going to last. It didn't seem like they had a real plan for the future."
*'''Martin O'Donnell''': "I definitely did not think Bungie would last. It didn't seem like they had a real plan for the future."


*'''Jason Jones''': "We had the advantage twenty years ago of being really stupid. I mean young, but young is stupid. In that mind set, like, anything is possible. So you just get started and figure out what is hard on the way."
*'''Jason Jones''': "We had the advantage twenty years ago of being really stupid. I mean young, but young is stupid. In that mind set, like, anything is possible. So you just get started and figure out what is hard on the way."
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*'''Dave Dunn''': "A big moment in Bungie, I think one that stands out to me, more than anything elses, is the ''[[Wikipedia:Myth II: Soulblighter|Myth II]]'' installer bug."
*'''Dave Dunn''': "A big moment in Bungie, I think one that stands out to me, more than anything elses, is the ''[[Wikipedia:Myth II: Soulblighter|Myth II]]'' installer bug."


*'''Jerry Holkins''': "That installer bug that would remove your computer. You try to uninstall the game, it was just a scorched earth policy, like...'"
*'''Jerry Holkins''': "That installer bug that would remove your computer. You try to uninstall the game, it was just a scorched earth policy, like, 'Well, you don't like ''Myth''? Fuck you!'"
 
*'''Mike Krahulik''': "'Well, you don't like ''Myth''?'
 
*'''Jerry Holkins''': "'Fuck you!'"


*'''Mike Krahulik''': "'We're taking your machine!'"
*'''Mike Krahulik''': "'We're taking your machine!'"
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*'''[[Shi Kai Wang]]''': "That caused the company a good chunk of money."
*'''[[Shi Kai Wang]]''': "That caused the company a good chunk of money."


*'''Martin O'Donnell''': "It was at least a million-dollar mistake."
*'''Martin O'Donnell''': "It was at least a million dollars stake."


*'''Dave Dunn''': "A mistep like that is going to put you in some serious jeopardy."
*'''Dave Dunn''': "A mistep like that is going to put you in some serious jeopardy."


===So Our Game Is Called Halo...===
===So Our Game Is Called Halo...===
[[File:HalocombatEvolved.jpg|thumb|''[[Halo: Combat Evolved]]'']]
[[File:HalocombatEvolved.jpg|thumb|right|[[Halo: Combat Evolved]]]]
''The timeline appears at 2000, with an image of [[John-117]] beside it. It is followed by footage of ''[[Halo: Combat Evolved]]''. The footage stops as the ''Halo'' logo appears.''
''The timeline appears at 2000, with an image of [[John-117]] beside it. It is followed by many footages of ''[[Halo: Combat Evolved]]''. The footage stops as the ''Halo'' logo appears.''


*'''[[Marcus R. Lehto]]''': "It started off with just three of us. We were at that time making what we thought was gonna turn out to be a ''Myth''-type clone, with a Sci-Fi skin on it."
*'''[[Marcus R. Lehto]]''': "It started off with just three of us. We were at that time making what we thought was gonna turn out to be a ''Myth''-type clone, with a Sci-Fi skin on it."
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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 an action game be a Real-time strategy game? And the answer was no."
*'''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, you know, we started moving the camera closer and closer to the character."
*'''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 where things start to come together. It's Marcus saying 'No, no, we're going first-person because this is more fun'."
*'''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."


*'''Martin O'Donnell''': "Suddenly we had this opportunity to tell a little piece of a story. I remember Joe coming to me and saying 'Ancient, epic, alien'. So he just gave me those three words and I though okay, well I'll just try combining something that does that. I came up with the pounding drums, Cellos, monks, alien voice and showed it to the guys on Monday morning and then they got on a plane to go to New York and show it at Mac World the next day.."
*'''Martin O'Donnell''': "Suddenly we had this opportunity to tell a little piece of a story. I remember Joe coming to me and saying 'Ancient, epic, alien'. So he just gave me those three words and I though okay, well I'll just try combining something that does that. I came up with the pounding drums, Cellos, monks, alien voice and showed it to the guys on monday morning and then they got on a plane to go to [[New York]] and show it at Mac World the next day.."


*'''Alexander Seropian''': "Which really went over, big."
*'''Alexander Seropian''': "Which really went over, big."
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*'''Ed Fries''': "This was a group that while I respected their talent because I had seen their previous games. I mean, I probably would have been interested in them just for the team. But that fact that they had this ''Halo'' thing that they were trying to figure out was a plus."
*'''Ed Fries''': "This was a group that while I respected their talent because I had seen their previous games. I mean, I probably would have been interested in them just for the team. But that fact that they had this ''Halo'' thing that they were trying to figure out was a plus."


*'''Jordan Weisman''': "Ed came into me one day and said that 'I want you to go talk to Jason and Alex and tell them its all going to be okay once we buy them."
*'''[[Wikipedia:Jordan Weisman|Jordan Weisman]]''': "Ed came into me one day and said that 'I want you to go talk to Jason and Alex and tell them its all going to be okay once we buy them."


*'''Joseph Staten''': "Greed, fair and simple. Cashed it in, sold our souls, came out here. I mean if you're going to sell your souls, Seattle's a pretty nice place to do it."
*'''Joseph Staten''': "Greed, fair and simple. Cashed it in, sold our souls, came out here. I mean if you're going to sell your souls, Seattle's a pretty nice place to do it."
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*'''Jordan Weisman''': "I remember Ed complaining that even he didn't have a key to get into the Bungie area."
*'''Jordan Weisman''': "I remember Ed complaining that even he didn't have a key to get into the Bungie area."


*'''Geoff Keighley''': "The challenge that I think ''Halo'' faces is that it was trying to do a first-person shooter on a console platform."
*'''Geoff Keighley''': "The challenge that I think ''Halo'' faces is that it was trying to do First-person shooter on a console platform."


*'''Ed Fries''': "One of the biggest challenges was making a shooter that felt right and worked right on a controller."
*'''Ed Fries''': "One of the biggest challenges was making Shooter that felt right and worked right on a controller."


*'''Mike Krahulik''': "Yeah, I mean originally, you had to struggle with it really being the first FPS that we were trying to get into on a console...  
*'''Mike Krahulik''': "Yeah, I mean originally, you had to struggle with it really being a FPS that we were trying to get into on a console...  


*'''Jerry Holkins''': "On a controller..."
*'''Jerry Holkins''': "On a controller..."
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*'''Mike Krahulik''': "Different!"
*'''Mike Krahulik''': "Different!"


*'''Marcus R. Lehto''': "The reality of actually shipping on a console, it was a lot of pressure there. And we didn't have anything running on that console, at all."
*'''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."
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*'''Marcus R. Lehto''': "We had a lot of content to build, gameplay experience to create. So all of these grand ideas we had of this huge open world experience quickly dissipated."   
*'''Marcus R. Lehto''': "We had a lot of content to build, gameplay experience to create. So all of these grand ideas we had of this huge open world experience quickly dissipated."   


*'''Claude Errera''': "Bungie has always had a way of figuring out what is important in a particular game style and throwing away the extreme stuff."
*'''Claude Errera''': "Bungie has always had a way of figuring out what is important in a a particular game style and throwing away the extreme stuff."


*'''[[Pete Parsons]]''': "I think there were a small group of people who felt like ''Halo'' would be the defining game of the Xbox."
*'''[[Pete Parsons]]''': "I think there were a small group of people who felt like ''Halo'' would be the defining game of the Xbox."


*'''Curtis Creamer''': "There were a lot of other games which were getting a lot more attention than Halo. [[Wikipedia: Malice (2004 video game)|Malice]], [[Wikipedia: Oddworld: Munch's Oddysee|Munch's Oddysee]], racing game."
*'''Curtis Creamer''': "There were a lot of other games which were getting a lot more attention than Halo. [[Wikipedia: Malice (video game)|Malice]], [[Wikipedia: Oddworld: Munch's Oddysee|Munch's Oddysee]], racing game."


*'''Shi Kai Wang''': "I think they put a lot of bets on this game called [[Wikipedia: Azurik: Rise of Perathia|Azurik]]. I'm not sure if anybody remembers that."
*'''Shi Kai Wang''': "I think they put a lot of bets on this game called [[Wikipedia: Azurik: Rise of Perathia|Azurik]]. I'm not sure if anybody remembers that."
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*'''Jordan Weisman''': "It wasn't pre-ordained that it was going to be Halo. Halo earned that right, you know, by being one of the best titles in development at the time."  
*'''Jordan Weisman''': "It wasn't pre-ordained that it was going to be Halo. Halo earned that right, you know, by being one of the best titles in development at the time."  


*'''Dave Dunn''': "On ''Halo'', one of the moments that always sticks out in my mind was once we actually got B30{{Ref/Note|B30 is the code for the level ''[[The Silent Cartographer]]'', which was the first ''Halo'' map shown in public.}} up and running and you could play it."
*'''Dave Dunn''': "On ''Halo'', one of the moments that always sticks out in my mind was once we actually got B30<ref group="note">B30 is the code for the level ''[[The Silent Cartographer]]'', which was the first ''Halo'' map shown in public.</ref> up and running and you could play it."


*'''Curtis Creamer''': "There's something simple as driving the [[M12 Force Application Vehicle|Warthog]] on B30, which was fun. That was a defining game experience that brought me in."
*'''Curtis Creamer''': "There's something simple as driving the [[M12 Force Application Vehicle|Warthog]] which was fun. That was a defining game experience that brought me in."


*'''Luke Timmins''': "They brought me in. So here's a proto-type Xbox, here's a proto-type controller and here's this game called ''Halo''. And he said 'You know Bungie?', and I'm like 'Who, Mac gaming are you fucking joking?'. He gives it to me and I'm like 'Oh wow, this is fucking amazing!' and all it was, was the B30, running around on the beach and just shoot stuff. I was like 'This is fantastic!'."
*'''Luke Timmins''': "They brought me in. So here's a proto-type Xbox, here's a proto-type controller and here's this game called ''Halo''. And he said 'You know Bungie?', and I'm like 'Who, Mac gaming are you fucking joking?'. He gives it to me and I'm like 'Oh wow, this is fucking amazing!' and all it was, was the B30, running around on the beach and just shoot stuff. I was like 'This is fantastic!'."
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*'''Dave Dunn''': "At that time, there was three teams. The ''Halo'' team, still the ''Phoenix'' team and then there was the ''[[Wikipedia:Oni (video game)|Oni]]'' team."
*'''Dave Dunn''': "At that time, there was three teams. The ''Halo'' team, still the ''Phoenix'' team and then there was the ''[[Wikipedia:Oni (video game)|Oni]]'' team."


*'''Shi Kai Wang''': "They owe it all to the ''Oni'' team because before we came up from San Jose, they had no multiplayer, so the multiplayer designer and multiplayer programmer came from the ''Oni'' team."
*'''Shi Kai Wang''': "They owe it all to the ONI team because before we came up from San Jose, they had no multiplayer, so the multiplayer designer and multiplayer programmer came from the Oni team."


Oni ''gameplay is presented.''
Oni ''gameplay is presented.''
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===What Does Not Kill Me===
===What Does Not Kill Me===
[[File:Halotwo.jpg|thumb|''[[Halo 2]]'']]
[[File:Halotwo.jpg|thumb|right|[[Halo 2]]]]
''The timeline appears at 2004, with a clip from the [[Halo 2 announcement trailer]]. It is followed by the rest of the announcement trailer. The ''[[Halo 2]]'' logo is then presented.''
''The timeline appears at 2004, with a clip from the [[Halo 2 announcement trailer]]. It is followed by the rest of the announcement trailer. The ''[[Halo 2]]'' logo is then presented.''


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*'''Geoff Keighly''': "It's something you really don't see very often in [[Electronic Entertainment Expo|E3]] in the middle of the demo, you will just like, 'Fuck yea, that's awesome'."
*'''Geoff Keighly''': "It's something you really don't see very often in [[Electronic Entertainment Expo|E3]] in the middle of the demo, you will just like, 'Fuck yea, that's awesome'."


*'''Chris Butcher''': "And then, on ''Halo 2'', Alex had left the company and go back to Chicago. And Jason has left the project to work on ''Pheonix''. So without Alex and Jason, the ''Halo 2'' team was led by a committee, who kind of went through the second act, where we were really trying to deliver something that was just impossible. We kind of found ourselves standing there, after E3 2003, kind of looking around and saying, 'Well okay, we can't possible build this game'."
*'''Chris Butcher''': "Within, on ''Halo 2'', Alex had left the company and go back to Chicago. And Jason has left the project to work on ''Pheonix''. So without Alex and Jason, the ''Halo 2'' team was led by a committee, who kind of went through the second act, where we were really trying to deliver something that was just impossible. We kind of found ourselves standing there, after E3 2003, kind of looking around and saying, 'Well okay, we can't possible build this game'."


*'''Martin O'Donnell''': "We were showing something at E3 that was going to be in the game. It's not in the game."
*'''Martin O'Donnell''': "We were showing something at E3 that was going to be in the game. It's not in the game."
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*'''Claude Errera''': "To me, it's become more about the community than the games. A huge chunk of my life has been this game, and this company, and... and the fans of this game. Twenty years from now, when I'm not playing games at all anymore, ''maybe'', this is the stuff I'll remember."
*'''Claude Errera''': "To me, it's become more about the community than the games. A huge chunk of my life has been this game, and this company, and... and the fans of this game. Twenty years from now, when I'm not playing games at all anymore, ''maybe'', this is the stuff I'll remember."


*'''[[Miguel Chavez|Miguel "Mig" Chavez]]''': "We were kinda in-on the ground floor, seeing this group of guys from Chicago, seeing them slowly working their way up, and not forget us."  
*'''Miguel "Mig" Chavez''': "We were kinda in-on the ground floor, seeing this group of guys from Chicago, seeing them slowly working their way up, and not forget us."  


*'''Daniel "Finn" Barbour''': "I've been spending that much time invested into the game, it is nice to hear people listen and responses to it."
*'''Daniel "Finn" Barbour''': "I've been spending that much time invested into the game, it is nice to hear people listen and responses to it."
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*'''Geoff Keighley''': "Bungie has done an amazing job, I think, y'know, speaking to its community on an ongoing basis."
*'''Geoff Keighley''': "Bungie has done an amazing job, I think, y'know, speaking to its community on an ongoing basis."


*'''Chris Anderson''': "I think that, because they are obsessive in what is this world, who are these people, that you could get a community forming that would do derivative fanbase work. And my favorite of this are, umm, ''[[Red vs. Blue]]'' series."
*'''Chris Anderson''': "I think that, because they are obsessive in what is this world, who are these people, that you could get a community forming that would do derivative fanbase work. And my favorite of this are, umm, ''[[Red vs Blue]]'' series."


''Clips of'' Red vs. Blue ''is present.''
''Clips of'' Red vs Blue ''is present.''


*'''[[Wikipedia:Burnie Burns|Burnie Burns]]''': "The fact that ''Red vs. Blue'' even exist, is a testament to what Bungie does for their community."
*'''[[Wikipedia:Burnie Burns|Burnie Burns]]''': "The fact that ''Red vs Blue'' even exist, is a testament to what Bungie does for their community."


*'''[[Wikipedia:Geoff Ramsey|Geoff Ramsey]]''': "Absolutely."
*'''[[Wikipedia:Geoff Ramsey|Geoff Ramsey]]''': "Absolutely."


*'''Burnie Burns''': "Is there anyone else that'd, you know, bam! Cease & desist. Hey look, Geoff, I've got the mail!"
*'''Burnie Burns''': "Is there anyone else that'd, you know, bam! 'See? Hey look, Geoff, I've got the mail!'."


*'''Geoff Ramsey''': "'Let's move to Mexico'!"
*'''Geoff Ramsey''': "'Let's move to Mexico'!"
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*''''Chris Butcher''': "Where we are today with the community, you could capture it all, and bumble it up, and say, 'This is what we are all experiencing together.' Developers and players."
*''''Chris Butcher''': "Where we are today with the community, you could capture it all, and bumble it up, and say, 'This is what we are all experiencing together.' Developers and players."


*'''Curtis Creamer''': "They do things with ''Halo'' that we've never expected. There were all kinds of people, y'know, having contest about how high you can blow the [[M12 Force Application Vehicle|Warthog]] up, if you've gotten enough [[Anskum-pattern plasma grenade|plasma grenades]]."
*'''Curtis Creamer''': "They do things with ''Halo'' that we've never expected. There were all kinds of people, y'know, having contest about how high you can blow the [[M12 Force Application Vehicle|Warthog]] up, if you've gotten enough [[Type-1 Antipersonnel grenade|plasma grenades]]."


''Video of'' [[Warthog jumping]] ''is shown.''
''Video of'' [[Warthog Jumping]] ''is shown.''


*'''Eric Osborne''': "[[Randall Glass]]' ''Warthog Jump'' video really resonate with the community because he was doing something really cool inside the game with the physics engine, and the Warthog. And people were inspired by that."
*'''Eric Osborne''': "[[Randall Glass]]' ''Warthog Jump'' video really resonate with the community because he was doing something really cool inside the game with the physics engine, and the Warthog. And people were inspired by that."
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===Third Time's the Charm===
===Third Time's the Charm===
[[File:Halo threes.jpg|thumb|''[[Halo 3]]'']]
[[File:Halo threes.jpg|thumb|right|[[Halo 3]]]]
''The timeline appears at 2007, with a clip of the [[Halo 3 Announcement Trailer]]. The Halo 3 logo is then presented.''
''The timeline appears at 2007, with a clip of the [[Halo 3 Announcement Trailer]]. The Halo 3 logo is then presented.''


Line 461: Line 459:


===It's Not You It's Me===
===It's Not You It's Me===
*'''Chris Butcher''': "Back when Bungie was founded. You know, Jason, Alex and their friends. The culture of Bungie was pretty simple. It was just a bunch of college kids who wanted drink beer and eat pizza and do amazing cool stuff in their basements."
*'''Chris Butcher''': "Back when Bungie was founded. You know, Jason, Alex and their friends. The culture of Bungie was pretty simple. It was just a buch of college kids who wanted drink beer and eat pizza and do amazing cool stuff in their basements."


*'''Eric Osborne''': "It's such an important cultural ideal here that the studio owns what it creates."
*'''Eric Osborne''': "It's such an important cultural ideal here that the studio owns what it creates."
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*'''Harold Ryan''': "In the end, I think, the transition was good for Bungie. The journey through Microsoft, being able to integrate on the Xbox..."
*'''Harold Ryan''': "In the end, I think, the transition was good for Bungie. The journey through Microsoft, being able to integrate on the Xbox..."


*'''Jason Jones''': "We're a different studio, and a more potent studio, and we're going to do things that we never could have done."
{{Expand-Section}}
 
*'''Harold Ryan''': "The deal was essentially we make a couple more ''Halo'' games, we leave ''Halo'' with Microsoft and we can split amicably. So, I mean ultimately the price of our freedom was to... to leave our baby behind. To move from being ''Halo'' developers to ''Halo'' fans."
 
*'''Curtis Creamer''': "Having to leave ''Halo'' behind because we left Microsoft, it's kind of a high price, but that's the price of the next thing you're going to give birth to."
 
*'''David Candland''': "That's going to be a seminal moment in this studio."
 
*'''CJ Cowan''': "Harold had promised Microsoft we had two more ''Halo'' games, and ''Reach'' was only one of them. What can we do in one year with the engine we've already built, not a whole lot of engineers, just a handful of artists. What can we do in a year to get a game out the door? Harold looked at us and said, 'Make it happen.'"
 
[[File:Halo three ow dee ess tee.jpg||thumb|''[[Halo 3: ODST]]'']]
 
*'''Curtis Creamer''': "''ODST'' was a lot of fun, because it was a smaller team. It got back to, you know feeling a little bit like what that Halo 1 experience was."
 
*'''Paul Bertrone''': "We wanted to try something we'd never done before, breaking the mold of what people expect from ''Halo''."
 
*'''CJ Cowan''': "Even faced with making a game in a year, we couldn't just kick something out. We wanted to make it different, we wanted to tell an interesting story in a new way. Early on, film noire was mentioned, detective story was mentioned. Putting that twist and telling a small story inside the universe just coalesced super quick."
 
*'''Paul Bertrone''': "Very early on we latched onto the concept of the nighttime city. It was always more about the silence and the mood and the ambiance."
 
*'''Martin O'Donnell''': "I did brand new music for ''ODST'', 'cause it was such a different mood. It was not at all the big space opera, it was the one-day, one-night story, film noire, rainy, wet, wonderful atmosphere. For me it meant, this should all be new music. I was kind of hoping it wouldn't end up being six hours of new music, but it ended up being about six hours of new composed music."
 
*'''Mike Krahulik''': "''ODST'' is  the best single-player."
 
*'''Jerry Holkins''': "''ODST'' is beyond a shadow of a doubt the best ''Halo'' campaign in existence.
 
*'''Mike Krahulik''': "It's the only one worth playing."
 
*'''Jerry Holkins''': "I have told Joe Staten this. I have taken Joe Staten by the shoulders, and shaken him in this fashion. It was the best one Bungie has kicked out, in my opinion, in terms of single-player campaign."
 
*'''Joseph Staten''': "Everyone will agree, that not only should games have stories, have great stories, but that we're all in charge of telling it."
 
*'''[[Nathan Fillion]] (as [[Edward Buck]])''': "The FNG. The Rookie. Not exactly green. No ODST is. If I didn't think he could do the job I wouldn't have him on my six. He doesn't say much but I don't care, I just need him to listen."
 
*'''Lars Bakken''': "With [[Firefight]] we knew we could take these intense experiences and kind of expand them out into a co-op flavored game type. Firefight really came from the idea of the gravity room in Halo 1. It's where you go up in Truth and Reconciliation into the ship. That room has multiple entrances in, and these Elites start coming to attack you and they come out of different doors. What's it like to be trapped in a place and have to defend it from never-ending enemies that continually get harder? We knew it was going to be big but we didn't know that fans would react to it the way they did, but it was, those were definitely good times."
 
*'''Martin O'Donnell''': "''ODST'' was the beginning, it was the first one that we did that was not as Microsoft employees, we were Bungie employees at that moment, and that was really exciting."
 
*'''Nathan Fillion (as Edward Buck)''': The Covenant have found Earth. They own New Mombasa. Anyone that could've driven them off is dead, or gone. I'd say that makes for desperate times. Me and my team... guess we're the desperate measures."


===Once More, With Feeling===
===Once More, With Feeling===
[[File:Halo reech.jpg|thumb|''[[Halo: Reach]]'']]
[[File:Halo reech.jpg|right|thumb|[[Halo: Reach]]]]
''The timeline appears at 2010, with a clip of various gamplay snippets and cutscenes from [[Halo: Reach]]'s campaign. The ''Halo: Reach'' logo is then presented.''
''The timeline appears at 2010, with a clip of various gamplay snippets and cutscenes from [[Halo: Reach]]'s campaign. The ''Halo: Reach'' logo is then presented.''


*'''[[Joseph Tung]]''': "Reach was just perfect, it was the perfect fit for all of the ideas we were talking about in the early days. Doing something with a little bit of a harder edge than Halo 3. You know, bringing back the scariness and the alien-ness of the Covenant. All of those sort of dovetailed perfectly with ''Reach''."
*'''[[Joseph Tung]]''': "Reach was just perfect, it was the perfect fit for all of the ideas we were talking about in the early days. Doing something with a little harder edge than Halo 3. You know, bringing back the scariness and alien-ness of the Covenant. And all of those went out perfectly with ''Reach''."
 
*'''Zach Russell''': "I think ''Halo: Reach'' was the game we were trying to make from the beginning."
 
*'''Geoff Keighly''': "''Reach'' is... having so much to it. The campaign, and the co-op and the DLC, and the Firefight, I mean there's just so many elements to these games now."
 
*'''Marcus Lehto''': "We have this opportunity to look at the entire franchise, and we were like 'Okay, it's now our time, to close out Bungie's contribution to the ''Halo'' universe. How are we going to do that in a way that does justice to this big thing that we created?'"
 
*'''Lars Bakken''': "We were able to pick up the notepad and say, 'Oh man, look at these fifteen things we crossed out, we just couldn't do. Let's start there, and let's see what else we can do as well on top of that.'"
 
*'''Zach Russell''': "Having a rich online experience, a rich set of services that we'd written ourselves, bringing deeper immersion to our campaign or our cinematics."
 
*'''Marcus Lehto''': "Mo-cap became integral into all of our gameplay animation systems. If you look back on the whole series, our animation system actually had pretty much been the same. We hit this point where we just said to ourselves, 'I think it's time now to take animation into that next generational leap.'"


*'''Rajeev Nattam''': "We had to figure out how to create high-res models. Approaching the art from a whole different point of view. Like with ''Reach'' it was, 'Let's make it much grungier and dirtier, like these guys have been in the shit."
{{Expand-Section}}
 
*'''Marcus Lehto''': "We wanted to pull the helmets off all the Spartans, and we wanted to get to know each one of those Spartans up close and personal. It needed to be human."
 
*'''Rajeev Nattam''': "Really make sure they conveyed that emotion, you see that literally on their faces."
 
*'''Geoff Keighly''': "''Reach'' was the ultimate ''Halo'' game."
 
*'''Joseph Tung''': "The biggest ''Halo'' game we had ever made, the most exciting ''Halo'' game we had ever made. It was absolutely liberating to no longer be tied to the story lines from ''Halo 1'', ''2'' and ''3'', to sort of know that we were making a stand-alone."
 
*'''[[Tyson Green]]''': "I don't think you can make a good game these days without taking into account all elements of it."
 
*'''Chris Carney''': "What else can we do with ''Halo'' that we haven't done yet? Firefight, [[Invasion]], [[Armor abilities]], even the ability to sprint in a map started changing really fundamentally how the game played. And then with Firefight and Invasion really seeing what could we do with this game that we loved so much, what direction could we push it in where we were excited to play it."
 
*'''Marcus Lehto''': "God bless [[Steve Cotton]] for ''[[Forge World]]'', he's like given the task, 'Hey let's build the ultimate Forge experience.' Which at that time was ''much smaller''. Before you knew it we had this incredible space. Steve was like, he believed in it, and he was so excited about it, and you couldn't help it to like look at it and go 'God, I believe in that too.'"
 
*'''Geoff Keighly''': "I think anyone that played ''Reach'' and was a fan of ''Halo'', I think felt a sense of completion. I look at that final sequence with you know the helmet sitting there shattered and the world around it. It reminded of that first moment when I saw ''Halo'' at E3."
 
*'''[[William O'Brien|Bill O' Brien]]''': "I was more proud of ''Reach'' than I was of any game I've ever worked on."
 
*'''Joseph Staten''': "With ''ODST'', with ''Reach'', in ways that we haven't revealed yet, we absolutely learned important things from all of those games."
 
''Varios clips from the launch of ''Halo: Reach'' as well as ''Reach'' gameplay are shown.''
 
*'''Marcus Lehto''': "The last ten years have been a whirlwind of creative construction of an amazing universe, building huge teams, nearly burning out a couple times, and ultimately leading to something like ''Halo: Reach'' that to me was all of the right things put together, like that was a great way to end the ''Halo'' series, that was the perfect way to do it."


===My God, It's Full of Stars===
===My God, It's Full of Stars===
Line 570: Line 494:
*'''Eric Osborne''': "There's always this moment where everything just comes together, just coalesces. The effects guys goes like 'Here's what I've been working for 18 months:' and bam! It just all self-assembles as if it's a sentient being."
*'''Eric Osborne''': "There's always this moment where everything just comes together, just coalesces. The effects guys goes like 'Here's what I've been working for 18 months:' and bam! It just all self-assembles as if it's a sentient being."


*'''Nathan Fillion''': "There's a reason I'm loyal. I didn't know I was a first-person-shooter until I player ''Halo''. I put my faith in Bungie."
*'''[[Nathan Fillion]]''': "There's a reason I'm loyal. I didn't know I was a first-person-shooter until I player ''Halo''. I put my faith in Bungie."


*'''Martin O'Donnell''': "No matter what, that's who Bungie is. We always make what we want to make. We're gonna make it a game we want to play."  
*'''Martin O'Donnell''': "No matter what, that's who Bungie is. We always make what we want to make. We're gonna make it a game we want to play."  
Line 592: Line 516:
*'''Martin O'Donnell''':"If it's not scary, then it's not gonna be good."
*'''Martin O'Donnell''':"If it's not scary, then it's not gonna be good."


[[File:Bungie's new game.jpg|thumb|Brief look at Bungie's next project.]]
[[File:Bungie's new game.jpg|right|thumb|Brief look at Bungie's next project.]]
*'''Shi Kai Wang''': "We have other ideas. We have other, y'know, worlds we want to create."
*'''Shi Kai Wang''': "We have other ideas. We have other, y'know, worlds we want to create."


Line 608: Line 532:


''The sun sets on a snowy landscape, and it changes into a symbol. A space aura fades in, and a message from Bungie appears:''
''The sun sets on a snowy landscape, and it changes into a symbol. A space aura fades in, and a message from Bungie appears:''
{{Scrollbox|text-align=center|content=
Bungie would like to thank everyone<br />
who has ever been a part of the game we make.


We could not have done it without you.
<center>Bungie would like to thank everyone<br>
who has ever been a part of the game we make.</center>
 
 
<center>We could not have done it without you.</center>
 
 
<center>We would also like to thank the following people for the really nice things they said and did for us during the production of this ViDoc.</center>
 


We would also like to thank the following people for the really nice things<br />
<center>Everyone at Bungie past and present</center>
they said and did for us during the production of this ViDoc.


Everyone at Bungie past and present


{{col-begin}}
{{col-begin}}
{{col-3}}<center>
{{col-3}}
[[Wikipedia:Chris Anderson (writer)|Chris Anderson]]
Chris Anderson


Daniel Barbour
Daniel Barbour


[[Miguel Chavez]]
Miguel Chavez


Bruce Chianese
Bruce Chianese


[[Claude Errera]]
Claude Errera


[[Wikipedia:Ed Fries|Ed Fries]]
Ed Fries


Laura Karpman</center>
Laura Karpman
{{col-3}}<center>
 
[[Wikipedia:Geoff Keighley|Geoff Keighley]]
{{col-3}}
Geoff Keighley


Geoff Levin
Geoff Levin
Line 643: Line 571:
'''[[Wikipedia:Penny Arcade (webcomic)|Penny Arcade]]'''
'''[[Wikipedia:Penny Arcade (webcomic)|Penny Arcade]]'''


[[Wikipedia:Jerry Holkins|Jerry Holkins]]
Jerry Holkins


[[Wikipedia:Mike Krahulik|Mike Krahulik]]
Mike Krahulik


'''[[Rooster Teeth]]'''
'''[[Wikipedia:Rooster Teeth|Rooster Teeth]]'''


Burnie Burns
Burnie Burns


Geoff Ramsey</center>
Geoff Ramsey'''
{{col-3}}<center>
 
{{col-3}}
Nico Andy-Rowland
Nico Andy-Rowland


[[Michael Salvatori]]
Michael Salvatori


[[Alex Seropian]]
Alex Seropian


[[Wikipedia:Adam Sessler|Adam Sessler]]
Adam Sessler


[[Wikipedia:Spike (TV channel)|Spike TV]]
Spike TV


[[Jen Taylor]]
Jen Taylor


[[Wikipedia:Jordan Weisman|Jordan Weisman]]</center>
Jordan Weisman
{{col-end}}
{{col-end}}


Over the past twenty years, Bungie games have been built<br />
by a talented group of extraordinary people who refused to<br />
kill and each each other in the process, even when times were tough.


Out studio continues to thrive due in large part to the<br />
<center>Over the past twenty years, Bungie games have been built <br>
wealth of generosity, support, and understanding provided by<br />
by a talented group of extraordinary people who refused to <br>
our friends and family, and our success is owed completely<br />
kill and each each other in the process, even when times were tough.</center>
to our uncompromising community of fans.
 
 
<center>Out studio continues to thrive due in large part to the <br>
wealth of generosity, support, and understanding provided by <br>
our friends and family, and our success is owed completely <br>
to our uncompromising community of fans.</center>
 


Thank you for the past twenty years.<br />
<center>Thank you for the past twenty years. <br>
We can't wait to show you what's next.
We can't wait to show you what's next.</center>


See you starside.
}}


''Video ends with the shining logo of Bungie's next game, Destiny, and the phrase "Per Audacia Ad Astra" fades in.''
<center>See you starside.</center>


==Gallery==
''Video ends with the Bungie logo, which blue circle shines and the phrase "Per Audacia Ad Astra" fades in.''
<gallery>
File:Operation Desert Storm.jpg|''[[Wikipedia:Operation: Desert Storm (video game)|Operation: Desert Storm]]''
File:Minotaur.jpg|''[[Wikipedia:Minotaur: The Labyrinths of Crete|Minotaur: The Labyrinths of Crete]]''
File:Pathways into Darkness.jpg|''[[Wikipedia:Pathways into Darkness|Pathways into Darkness]]''
File:Marathons.jpg|''[[Marathon]]''
File:Marathon 2 Durandal.jpg|''[[Marathon#Marathon 2: Durandal|Marathon 2: Durandal]]''
File:Marathon Infinity.jpg|''[[Marathon#Marathon Infinity|Marathon: Infinity]]''
File:Myth The fallen Lords.jpg|''[[Wikipedia:Myth (series)|Myth: The Fallen Lords]]''
File:Myth II Soulblighter.jpg|''[[Wikipedia:Myth II: Soulblighter|Myth II: Soulblighter]]''
File:Ownee.jpg|''[[Wikipedia:Oni (video game)|Oni]]''
File:New2 Game develpment.jpg|A brief look at the development of [[Bungie]]<nowiki>'</nowiki>s next project.
File:See you starside.jpg|The closing caption of the vidoc.
</gallery>


==Sources==
==Sources==
{{Ref/Sources}}
<references/>


==Notes==
==Notes==
{{Ref/Notes}}
<references group="note"/>


{{ViDoc}}
{{ViDoc}}


[[Category:Video documentaries]]
[[Category:Video Documentaries]]

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