Bungie ViDoc: O Brave New World: Difference between revisions
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'''[[Alexander Seropian]]''': "My senior in college was taking an artifical intelligence class, and Jason was in that class. He had a way cooler computer than I did, which really pissed me off. You know, so we just got to talking and tried partnering up." | '''[[Alexander Seropian]]''': "My senior in college was taking an artifical intelligence class, and Jason was in that class. He had a way cooler computer than I did, which really pissed me off. You know, so we just got to talking and tried partnering up." | ||
'''Martin O'Donnell''': It | '''Martin O'Donnell''': It was clear, right from the get-go that Alex was the business guy, Jason was the creative guy." | ||
'''Jason Jones''': "I was working on a game and Alex was trying to start a company." | '''Jason Jones''': "I was working on a game and Alex was trying to start a company." | ||
''' | '''Alexander Seropean''': "So here we are in down town [[Chicago]]. This is the classiest part of town. The original Bungie was not here. For that, we've got to go south. | ||
"We occupied the second floor, so we got broken into a couple of times." | |||
"There was that crack house behind the building." | |||
"I was employee number five. We were in one room... well a room and a half. Everybody did did everything." | |||
'''Jason jones''': "We ended up with Pathways." | |||
"Pathways into Darkness was our first successful game. It had made a prophet." | |||
''Gameplay of Pathways is presented.'' | |||
'''Alexander Seropean''': "Then came Marathon, which was a real big hit for us." | |||
''Marathon gameplay is is presented.'' | |||
'''[[Claude Errera]]''': "Marathon was the first shooter which had verticality to it." | |||
"It had that Sci-Fi sensibility. Mac gaming didn't really exist for me before Marathon." | |||
'''[[Lorraine McLees]]''': "Marathon made me dizzy!" | |||
"I remember being amazed at this world that Bungie had created." | |||
"We were bound by the comradery." | |||
'''Alexander Seropean''': "It was our lives; 24/7. It was kind of like being in a band." | |||
'''Martin O'Donnell''': "But the project that we were working on which was called Myth, which I though was really interesting." | |||
'''Alexander Seropean''': One of the most significant things that we had done with Myth was we developed it for both the Mac and the PC at the same time." | |||
"It was interesting how Bungie was able to nail both First-person shooters for the Mac and move to the other big genre which was Strategy games for the PC, and then nail that with Myth." | |||
'''Claude Errera''': "Myth's the first time that Real-time strategy didn't have micro managing built into it." | |||
''Myth gameplay is presented." | |||
"Myth was a revolution. It was an RTS which got rid of all of the bull *bleep*." | |||
'''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 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, anything is possible. So you just get started and figure out what is hard on the way." | |||
'''Dave Dunn''': "The first time I meat Jason, he said 'Why are you okay with building environments the way your making environments?', and I said 'Like I have a choice?' and he said 'Yeah, absolutely!'. I was 'Ah, so that is what our culture is about'." | |||
'''Alexander Seropean''': I think it all starts with the idea that we were our own customer and that anyone else who going to play our games, we were in their shoes." | |||
'''A big moment in Bungie, I think one that stands out to me is the | |||
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