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Making Halo 4: Infinity Multiplayer: Difference between revisions

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m (Not done yet. Too tired now. Need help decoding Brad Welch's first line. Hard to parse the words.)
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*'''Chrus Haluke''': "We're trying to make it innovative; we're trying to make it accessible, and by introducing story, and a narrative thread through the whole Infinity multiplayer experience is something we really wanted to put a lot of attention and detail into."
*'''Chrus Haluke''': "We're trying to make it innovative; we're trying to make it accessible, and by introducing story, and a narrative thread through the whole Infinity multiplayer experience is something we really wanted to put a lot of attention and detail into."


*'''Scott Warner''': "If it's the universe everybody is really excited about, it's got to grow, evolve, beyond just incredibly balance, sweet mechanics. It's got to speak to fantasy and what people what and what they expect."
*'''Scott Warner''': "If it's the universe everybody is really excited about, it's got to grow and evolve, beyond just an incredibly balanced suite of mechanics. It's got to speak to fantasy and what people what and what they expect."


'''MAKING HALO 4'''<br>
'''MAKING HALO 4'''<br>
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*'''[[Josh Holmes]]''': "Something we really wanted to do with ''Halo 4'' was to bring a new perspective to ''Halo'' multiplayer."
*'''[[Josh Holmes]]''': "Something we really wanted to do with ''Halo 4'' was to bring a new perspective to ''Halo'' multiplayer."


*'''Brad Welch''': "The highlight of ''Halo 4'''s multiplayer, we wanted to unify the competitive and co-operative experiences under this one big narrative banner that we call "Infinity".
*'''Brad Welch''': "The highlight of ''Halo 4'''s multiplayer, was we wanted to unify the competitive and co-operative experiences under this one big narrative banner that we call "Infinity".


*'''Kynan Pearson''': "The ''[[UNSC Infinity|Infinity]]'' is a UNSC ship that is the home of the [[SPARTAN-IV Program]]."
*'''Kynan Pearson''': "The ''[[UNSC Infinity|Infinity]]'' is a UNSC ship that home to the the [[SPARTAN-IV Program]]."


*'''Scott Warner''': "We're really trying to contextualize multiplayer in such way which it doesn't feel like an extracted game mode from the other side. It feels very much part of the same universe."
*'''Scott Warner''': "We're really trying to contextualize multiplayer in such way in which it doesn't feel like an extracted game mode from the other side: it feels very much part of the same universe."


*'''Kevin Franklin''': "We knew we wanted to expand the audience as far as we could, but still satisfy the core as much as possible. We had to break everything down to line by line evaluation to our current scripts and we redefine that core to not make it like ''[[Halo 2]]'' or like ''[[Halo 3]]'' or something in the middle, but make it ''Halo 4''."
*'''Kevin Franklin''': "We knew we wanted to expand the audience as far as we could, but still satisfy the core as much as possible. We had to break everything down to line by line evaluation of our current scripts and redefine that core loop to not make it like ''[[Halo 2]]'' or like ''[[Halo 3]]'' or something in the middle, but make it ''Halo 4''."


*'''Scott Warner''': "''Halo'' starts with a philosophy that we upheld which is that your gameplay mechanics are consistent across every mode, so they don't change."
*'''Scott Warner''': "''Halo'' starts with a philosophy that we've upheld which is that your gameplay mechanics are consistent across every mode, so they don't change."
 
*'''Brad Welch''': "We want to give players the power to choose which weapons they take in. The people have their own personal favorites."


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Revision as of 06:34, July 2, 2013

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Making Halo 4: Infinity Multiplayer is a video documentary by 343 Industries, about the Infinity mode in Halo 4 as part of the Making Halo 4 documentary series. It was released on Halo Waypoint and YouTube on 15 October, 2012.[1][2]

Transcript

  • Scott Warner: "How do you get people more deeply connected with your universe?"
  • Chrus Haluke: "We're trying to make it innovative; we're trying to make it accessible, and by introducing story, and a narrative thread through the whole Infinity multiplayer experience is something we really wanted to put a lot of attention and detail into."
  • Scott Warner: "If it's the universe everybody is really excited about, it's got to grow and evolve, beyond just an incredibly balanced suite of mechanics. It's got to speak to fantasy and what people what and what they expect."

MAKING HALO 4
INFINITY MULTIPLAYER
PART 3

  • Josh Holmes: "Something we really wanted to do with Halo 4 was to bring a new perspective to Halo multiplayer."
  • Brad Welch: "The highlight of Halo 4's multiplayer, was we wanted to unify the competitive and co-operative experiences under this one big narrative banner that we call "Infinity".
  • Scott Warner: "We're really trying to contextualize multiplayer in such way in which it doesn't feel like an extracted game mode from the other side: it feels very much part of the same universe."
  • Kevin Franklin: "We knew we wanted to expand the audience as far as we could, but still satisfy the core as much as possible. We had to break everything down to line by line evaluation of our current scripts and redefine that core loop to not make it like Halo 2 or like Halo 3 or something in the middle, but make it Halo 4."
  • Scott Warner: "Halo starts with a philosophy that we've upheld which is that your gameplay mechanics are consistent across every mode, so they don't change."
  • Brad Welch: "We want to give players the power to choose which weapons they take in. The people have their own personal favorites."
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