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Massive Info Dump on Halo History (Destiny)

by Blackt1g3r @, Login is from an untrusted domain in MN, Tuesday, May 30, 2017, 18:06 (2824 days ago)

https://waypoint.vice.com/en_us/article/the-complete-untold-history-of-halo-an-oral-history

It answers vital questions like:

  • What happened to the Halo Movie?
  • What happened to Peter Jackson's spin-off game?
  • Did Joseph Staten or Marty O'Donnel like District 9?
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Massive Info Dump on Halo History

by Cody Miller @, Music of the Spheres - Never Forgot, Tuesday, May 30, 2017, 18:18 (2824 days ago) @ Blackt1g3r
edited by Cody Miller, Tuesday, May 30, 2017, 18:30

[*]Did Joseph Staten or Marty O'Donnel like District 9?

It wasn't just props they stole… story elements too. (Maybe it said that, I'm not done reading!)

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Massive Info Dump on Halo History

by Blackt1g3r @, Login is from an untrusted domain in MN, Tuesday, May 30, 2017, 18:53 (2824 days ago) @ Cody Miller

[*]Did Joseph Staten or Marty O'Donnel like District 9?


It wasn't just props they stole… story elements too. (Maybe it said that, I'm not done reading!)

I haven't read it all yet, but the summary that lead me to the article mentioned several story elements that sounded very similar to District 9. Boy am I glad that didn't turn out to be the Halo movie. I know some people really like that movie, but it didn't hold my interest at all.

That was a monster.

by Claude Errera @, Tuesday, May 30, 2017, 20:46 (2824 days ago) @ Blackt1g3r

Wow. Helluva read!

Sort of in trouble now - there was stuff I was actually supposed to be doing this afternoon...

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Massive Info Dump on Halo History

by Revenant1988 ⌂ @, How do I forum?, Tuesday, May 30, 2017, 21:16 (2824 days ago) @ Blackt1g3r

https://waypoint.vice.com/en_us/article/the-complete-untold-history-of-halo-an-oral-history

It answers vital questions like:

  • What happened to the Halo Movie?
  • What happened to Peter Jackson's spin-off game?
  • Did Joseph Staten or Marty O'Donnel like District 9?

MAX HOBERMAN
"I argued that we had to support people that wanted to play locally—through split-screen and LAN play. And that people loved the Halo multiplayer, so even if it wasn't what we originally planned we needed to have it in there, and it would be a huge mistake not to. I was mostly telling Alex and Jason, and I guess they agreed with me."


This guy.

This guy right here.

This guy GETS. IT.

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Massive Info Dump on Halo History, thank the Hoberman!

by dogcow @, Hiding from Bob, in the vent core., Wednesday, May 31, 2017, 15:39 (2823 days ago) @ Revenant1988

MAX HOBERMAN
"I argued that we had to support people that wanted to play locally—through split-screen and LAN play. And that people loved the Halo multiplayer, so even if it wasn't what we originally planned we needed to have it in there, and it would be a huge mistake not to. I was mostly telling Alex and Jason, and I guess they agreed with me."


This guy.

This guy right here.

This guy GETS. IT.

Thank you Max. I STILL play Halo (3) at LAN parties with my old roommates (about twice a year). These good times (that we still have) wouldn't exist if you didn't push for keeping LAN play.

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343 wants to be really, and I appreciate this, respectful of

by Durandal, Tuesday, May 30, 2017, 22:03 (2824 days ago) @ Blackt1g3r

Says Max Hoberman. And of course, Halo 4 comes out where the only things they are respectful about are Cortana's death and Master Chief.

Everything else goes to standard "moron" mode sci fi shooter land. Idiot Admirals like Del Rio, who ignores the Savior of Mankind because …. not sure really. Wimps out and ends up promoting ascendant fanboy Lasky.

Hallsey goes from respected scientist to war criminal with no in-between. Palmer does what she can to be Chavez from aliens. The Didact acts like a abject idiot repeatedly, even his back story is terrible. The Forerunner's tragic sacrifice to rectify the hubris of thinking they alone could defend the galaxy is undone by unearned and unreasonable animosity and idiocy. If robots could solve the Flood problem, the Forrunner already had millions of robots. What good does patterning their AI after humans do? They are never shown to use any intuition over what the standard sentinels do.

Ok, I gripe, but the Halo 4 and 5 stories really killed the franchise for me. I was a Bungie/Mac fanboy from Pathways Into Darkness to Halo Reach. Those games defined my childhood. So it still gets me a little raw, even after all these years.

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343 wants to be really, and I appreciate this, respectful of

by Ragashingo ⌂, Official DBO Cryptarch, Tuesday, May 30, 2017, 22:19 (2824 days ago) @ Durandal
edited by Ragashingo, Tuesday, May 30, 2017, 22:26

Yeah... I noticed that too... Not one mention of the Didact... His "I'm going to commit mass, planetary scale murder to build an army of robots I don't even need" made Halo 5 my first delayed Halo purchase.

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343 wants to be really, and I appreciate this, respectful of

by Cody Miller @, Music of the Spheres - Never Forgot, Tuesday, May 30, 2017, 22:26 (2824 days ago) @ Ragashingo

Yeah... I noticed that too... Not one mention of the Didact... His "I'm going to commit mass, planetary scale murder to build an army of robots I don't even need" made Halo 5 my first delayed Halo purchase.

It was very amusing seeing Marcus Lehto tweeting about his Halo 5 playthrough.

https://twitter.com/game_fabricator/status/698549535769907200

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Oh man, that's priceless

by CruelLEGACEY @, Toronto, Tuesday, May 30, 2017, 22:28 (2824 days ago) @ Cody Miller

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Rofl

by Funkmon @, Wednesday, May 31, 2017, 00:50 (2824 days ago) @ Cody Miller

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343 wants to be really, and I appreciate this, respectful of

by narcogen ⌂ @, Andover, Massachusetts, Tuesday, May 30, 2017, 23:18 (2824 days ago) @ Ragashingo

Yeah... I noticed that too... Not one mention of the Didact... His "I'm going to commit mass, planetary scale murder to build an army of robots I don't even need" made Halo 5 my first delayed Halo purchase.

Hell, my Halo 5 purchase is STILL delayed!

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Mine too

by Blackt1g3r @, Login is from an untrusted domain in MN, Tuesday, May 30, 2017, 23:19 (2824 days ago) @ narcogen

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Buy it if money isn't a worry. Great fun. Turn off brain.

by Funkmon @, Wednesday, May 31, 2017, 11:33 (2823 days ago) @ narcogen

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+1. Loving Warzone Firefight

by ZackDark @, Not behind you. NO! Don't look., Wednesday, May 31, 2017, 12:54 (2823 days ago) @ Funkmon

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+1. So good

by kidtsunami @, Atlanta, GA, Wednesday, May 31, 2017, 13:11 (2823 days ago) @ ZackDark

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343 wants to be really, and I appreciate this, respectful of

by Avateur @, Tuesday, May 30, 2017, 23:55 (2824 days ago) @ Ragashingo

First Halo game I haven't bought. And not the last. 343 killed Halo. RIP.

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343 wants to be really, and I appreciate this, respectful of

by Cody Miller @, Music of the Spheres - Never Forgot, Wednesday, May 31, 2017, 00:17 (2824 days ago) @ Avateur

First Halo game I haven't bought. And not the last. 343 killed Halo. RIP.

That honor goes to Halo Wars for me.

But yeah. I never bought Halo 5, and played it only once to get the cutscenes. I had no desire to revisit.

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343 wants to be really, and I appreciate this, respectful of

by kidtsunami @, Atlanta, GA, Wednesday, May 31, 2017, 11:12 (2823 days ago) @ Durandal

Says Max Hoberman. And of course, Halo 4 comes out where the only things they are respectful about are Cortana's death and Master Chief.

Everything else goes to standard "moron" mode sci fi shooter land. Idiot Admirals like Del Rio, who ignores the Savior of Mankind because …. not sure really. Wimps out and ends up promoting ascendant fanboy Lasky.

Hallsey goes from respected scientist to war criminal with no in-between. Palmer does what she can to be Chavez from aliens. The Didact acts like a abject idiot repeatedly, even his back story is terrible. The Forerunner's tragic sacrifice to rectify the hubris of thinking they alone could defend the galaxy is undone by unearned and unreasonable animosity and idiocy. If robots could solve the Flood problem, the Forrunner already had millions of robots. What good does patterning their AI after humans do? They are never shown to use any intuition over what the standard sentinels do.

Ok, I gripe, but the Halo 4 and 5 stories really killed the franchise for me. I was a Bungie/Mac fanboy from Pathways Into Darkness to Halo Reach. Those games defined my childhood. So it still gets me a little raw, even after all these years.

I had a hard time taking any Halo story all that seriously ("Where should we rally to?"... "... To War") so I guess I was relatively immune to how 343 ruined Halo... Halo 5 with 60fps, super balanced, 4v4 CTF action. Also Warzone FF has been silly good fun. If only Rocket League didn't exist... otherwise I'd have put many more hours into it.

And this is from a Bungie/Mac fanboy as well. Different tastes I suppose.

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I have to admit that I skimmed the 343 stuff.

by Kermit @, Raleigh, NC, Wednesday, May 31, 2017, 00:24 (2824 days ago) @ Blackt1g3r

This is a must-read unless someone writes a book someday with the same stuff plus more.

I saw stuff in print I've never seen, so it's nice that it's on the record. Kind of wish it wasn't limited to Halo, selfishly. Guess I'll need to wait 15 years or so to get the Destiny development scoop.

Wish they'd listened more to Marty re: the Reach script. Yes, that ending was perfect.

Bertone should be proud. ODST is a gem at any price.

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I have to admit that I skimmed the 343 stuff.

by Cody Miller @, Music of the Spheres - Never Forgot, Wednesday, May 31, 2017, 02:59 (2823 days ago) @ Kermit

This is a must-read unless someone writes a book someday with the same stuff plus more.

[image]

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You didn't miss much.

by Quirel, Wednesday, May 31, 2017, 04:23 (2823 days ago) @ Kermit

Reading through the 343i section... I guess a lot of people are right to skip it. It doesn't feel like I'm hearing from the people who made the games. Kiki and Bonnie and Frankie and Ryan feel more like upper level managers who never crawled into the guts of the engine with a map and a box of wrenches, you know? They talk about concepts and they talk about creating, but it's shallower and less detailed than the Bungie employees who could say who the level designer was and what content almost wound up on the chopping block.

Part of the problem is that they still work at 343i and 343i is still a machine that turns out Halo games, so they can't talk about concepts that might get used for a future game. Bungie is gone, it's said its goodbyes and it's never coming back to Halo no matter how much we want it, and they can talk about the development hell that they slogged through. But I can't help but suspect that the majority of the 343i employees talk like disconnected managers because they really are disconnected managers. They don't lead* a small team of artists or programmers, they manage the Halo franchise and oversee entire games and planned marketing blitzkriegs. Their perspective on what was really going on at the ground level was limited.

Maybe one day, when 343i has been put out to pasture and some of the old programmers and artists and writers are willing to talk, then we'll here of the troubles that plagued the later Halo games. But that is not this day

*There is such a vast gulf between leadership and management. You respect a leader, but you need a manager. A leader is right there in the trenches with you, but a manager is a pig on the wing. Flying up there somewhere, someone you can't talk to but is looking out for you... hopefully. You think. That metaphor kinda went nowhere, so let's try again. A manager doesn't do the same work you do. A manager doesn't work on the assembly line. And because they don't work on the shop floor, they have the detachment and the objectivity needed for the kind of leadership they are called to give. At the same time, they don't know what's going on down there on the shop floor except in the most general terms. They read a summary of what this group did and that group did this week and how it's affecting the overall program, but they read a lot of summaries and all those progress reports just blend together.

Maybe I'll quit while I'm ahead.

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You didn't miss much.

by Cody Miller @, Music of the Spheres - Never Forgot, Sunday, June 11, 2017, 18:44 (2812 days ago) @ Quirel
edited by Cody Miller, Sunday, June 11, 2017, 18:49

Reading through the 343i section... I guess a lot of people are right to skip it. It doesn't feel like I'm hearing from the people who made the games. Kiki and Bonnie and Frankie and Ryan feel more like upper level managers who never crawled into the guts of the engine with a map and a box of wrenches, you know? They talk about concepts and they talk about creating, but it's shallower and less detailed than the Bungie employees who could say who the level designer was and what content almost wound up on the chopping block.

It might be partly because of the focus of the piece. I remember telling Claude how excited I was writing a segment for my own book on the differences between the Halo and Oni animation systems (they both had very different features. In some aspects Oni was superior, and in others Halo was).

His response (jokingly) was that only the most die hard fan would even care about that. As people have said elsewhere, most of that wasn't printed in the Vice piece anyway because it was focused on the drama and conflict. And 343 is not going to speak freely about that kind of thing, so naturally they come off less interesting.

Do you know why the infamous "This cave is not a natural formation" line wound up being so out of place? Want to know why the Elites' voices were backwards pitch shifted Johnsons? Ever curious why Cortana uses some British idioms like "Sod off!"? Where did the symbols on the back of the Elites come from? When was the Warthog born? What was the exact moment Jason Jones decided to switch to first person and why? What aspects of Halo made John Carmack jealous? How much exactly did Microsoft pay for Bungie?

You'll have to read a different history book for stuff like that.

I have to admit that I skimmed the 343 stuff.

by electricpirate @, Wednesday, May 31, 2017, 14:16 (2823 days ago) @ Kermit

Wish they'd listened more to Marty re: the Reach script. Yes, that ending was perfect.


Marty seems to have amazing hindsight in every single instance ;)

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I have to admit that I skimmed the 343 stuff.

by Cody Miller @, Music of the Spheres - Never Forgot, Wednesday, May 31, 2017, 15:41 (2823 days ago) @ electricpirate

Wish they'd listened more to Marty re: the Reach script. Yes, that ending was perfect.

Marty seems to have amazing hindsight in every single instance ;)

If only that wisdom applied to creating a VR only game :-p

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Wish I'd started reading this sooner.

by Quirel, Wednesday, May 31, 2017, 00:43 (2824 days ago) @ Blackt1g3r

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I'm going to bookmark this for a toilet read.

by Funkmon @, Wednesday, May 31, 2017, 00:51 (2824 days ago) @ Blackt1g3r

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You'll rue the day you're in the bathroom long enough.

by Quirel, Wednesday, May 31, 2017, 00:58 (2824 days ago) @ Funkmon

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Couldn't wait. Legs went numb. Question for devs:

by Funkmon @, Wednesday, May 31, 2017, 02:16 (2823 days ago) @ Quirel

At the very end, they say 60 FPS is quadruple the work of 30 FPS. Can someone explain why?

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Couldn't wait. Legs went numb. Question for devs:

by narcogen ⌂ @, Andover, Massachusetts, Wednesday, May 31, 2017, 02:28 (2823 days ago) @ Funkmon

At the very end, they say 60 FPS is quadruple the work of 30 FPS. Can someone explain why?

That might just be hyperbole.

It might be referencing the idea that you're not just doubling the number of frames in a given time period, which means pushing more pixels, but that scripts have to evaluate twice as often as well.

Honestly I was kind of puzzled by that statement as well.

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Couldn't wait. Legs went numb. Question for devs:

by Kahzgul, Wednesday, May 31, 2017, 05:39 (2823 days ago) @ Funkmon

At the very end, they say 60 FPS is quadruple the work of 30 FPS. Can someone explain why?

Depends on the game engine and how it's set up. I can imagine a way this would be the case, but it's pure conjecture on my part; I've never seen their code:

Destiny did some very (VERY) clever things in order to squeeze every ounce of juice out of the hardware it was running on (this is true), and some of that had to do with multithreading actions to be calculated separately from the graphics render (also true). So, in essence (this next bit is conjecture based on the two previous facts), Destiny is "drawing" the physics and AI and a third thing (netcode?) at the same time that it's drawing the graphics, (and now we're entering the land of complete and total speculation) so doubling the refresh rate necessarily means doubling the rate at which all of those other things happen as well, lest they become oddly jittery in an otherwise fluid world.

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+1, very plausible. More than just rendering graphics.

by slycrel ⌂, Wednesday, May 31, 2017, 06:28 (2823 days ago) @ Kahzgul

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Couldn't wait. Legs went numb. Question for devs:

by CruelLEGACEY @, Toronto, Wednesday, May 31, 2017, 11:55 (2823 days ago) @ Kahzgul

At the very end, they say 60 FPS is quadruple the work of 30 FPS. Can someone explain why?


Depends on the game engine and how it's set up. I can imagine a way this would be the case, but it's pure conjecture on my part; I've never seen their code:

Destiny did some very (VERY) clever things in order to squeeze every ounce of juice out of the hardware it was running on (this is true), and some of that had to do with multithreading actions to be calculated separately from the graphics render (also true). So, in essence (this next bit is conjecture based on the two previous facts), Destiny is "drawing" the physics and AI and a third thing (netcode?) at the same time that it's drawing the graphics, (and now we're entering the land of complete and total speculation) so doubling the refresh rate necessarily means doubling the rate at which all of those other things happen as well, lest they become oddly jittery in an otherwise fluid world.

There was an old episode of the Giant Bombcast where one of their guests was discussing the challenges of hitting 60FPS. My memory of the details is hazey, but the basic gist of what he was saying is that there are many different things that happen when your engine renders each frame, and as a developer you only have the ability to speed up some of those things. These elements may include, but not be limited to, hardware bottlenecks (the amount of time it takes one part of the console to talk to another part).

Whatever those fixed elements are, they are fixed. Can't be sped up anymore. So if they are taking up 20% of the time between frames at 30fps, that means they would take up 40% of the time between frames at 60FPS. So the processes that CAN be sped up by the devs need to go way more than twice as fast to hit 60FPS over 30FPS.

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Couldn't wait. Legs went numb. Question for devs:

by Cody Miller @, Music of the Spheres - Never Forgot, Wednesday, May 31, 2017, 12:25 (2823 days ago) @ CruelLEGACEY

Whatever those fixed elements are, they are fixed. Can't be sped up anymore. So if they are taking up 20% of the time between frames at 30fps, that means they would take up 40% of the time between frames at 60FPS. So the processes that CAN be sped up by the devs need to go way more than twice as fast to hit 60FPS over 30FPS.

A relevant story from Marathon!

Alain Roy was bored one day, so Jason told him to profile the code. He came back, and told Jason that the game was spending 30% of its time on platforms. Jason didn't believe him, told him he was full of shit, and to do it again since he didn't use the profiler correctly.

Sure enough, Alain was right. So Jason rewrote the platform code to speed it up, and Marathon got 3 or 4 FPS faster. Marathon was running at 30 FPS, so this was a big boost.

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Couldn't wait. Legs went numb. Question for devs:

by ZackDark @, Not behind you. NO! Don't look., Wednesday, May 31, 2017, 12:59 (2823 days ago) @ Cody Miller

What do you mean by "on platforms"? The movement and collision physics with platforms? Rendering them and their textures?

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Couldn't wait. Legs went numb. Question for devs:

by Cody Miller @, Music of the Spheres - Never Forgot, Wednesday, May 31, 2017, 13:26 (2823 days ago) @ ZackDark

What do you mean by "on platforms"? The movement and collision physics with platforms? Rendering them and their textures?

Not the graphics routine. Purely the other calculations.

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Hey! I know this thing!

by INSANEdrive, ಥ_ಥ | f(ಠ‿↼)z | ᕕ( ᐛ )ᕗ| ¯\_(ツ)_/¯, Wednesday, May 31, 2017, 12:31 (2823 days ago) @ Funkmon

At the very end, they say 60 FPS is quadruple the work of 30 FPS. Can someone explain why?

Have you ever seen a a whole bunch of cheese wheels? Or! How about a million explosive barrels go off all at once? Well- thanks to Skyrim and Crysis, I have!

So why these examples? Well, these are good cases where the user is visibly stressing an engine vs the hardware they have to do all the computations. Physics and the nature of particle effects make them quite expensive to run. In these sorts of videos (though I have to admit I didn't check if it's IN the videos I linked... I hope so O_O,) you will often see the computer frame rate....SlOW......DOWN- as the computer thinks. That is the frame rate crashing down to...Oh 5 or 2 or whatever. In that moment, using the CPU/GPU power to send frames to your screen aren't the most important; It's all about doing those computations. That's not to say it's even limited to that. The resolution of the screen, the resolution of the textures on the different meshes, Alpha (transparency) blending, the number of realtime lights in a given frame, the number of things you can see on the screen at one time... ALL sorts of things govern the final frame rate.

That's why, for example, when ever you have a city in a video game, often times there is stuff everywhere blocking the horizon. That stuff ain't there because it looks super cool (well... not the only reason at least). It's to stop you from looking down the 23 mile corridor of the city - or whatever. Really long sight lines with stuff in them are expensive.

Hope that helps!

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Those barrels. So. Much. Explosion.

by MacGyver10 ⌂, Tennessee, Wednesday, May 31, 2017, 13:28 (2823 days ago) @ INSANEdrive

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(゚ヮ゚) I know, right! Happy to help! ٩(^ᴗ^)۶

by INSANEdrive, ಥ_ಥ | f(ಠ‿↼)z | ᕕ( ᐛ )ᕗ| ¯\_(ツ)_/¯, Wednesday, May 31, 2017, 14:00 (2823 days ago) @ MacGyver10

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True story. Rellekh felt the need to make sure I wasn't dead

by Robot Chickens, Wednesday, May 31, 2017, 17:02 (2823 days ago) @ Quirel

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Bookmarked in my Destiny tab

by unoudid @, Somewhere over the rainbow, Wednesday, May 31, 2017, 00:56 (2824 days ago) @ Blackt1g3r

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That was a good read all around.

by Revenant1988 ⌂ @, How do I forum?, Wednesday, May 31, 2017, 01:53 (2823 days ago) @ Blackt1g3r

There was a ton of insight into Bungie and Halo that I've never read before.

Just have to remember that it takes time for this stuff to surface but it does surface eventually.

One of the things that really struck me is just the recurring pattern of Bungie biting off more than it could chew with each new game, with the exception of ODST and parts of Reach.

Logically, it makes sense that those two entries would be the most polished because (as Kermit has said before) they had the hindsight of Halo 3 and a narrow scope to make ODST shine and Reach was just a culmination of lessons learned from H1-H3.

I guess it was surprising to me to read about how unprepared, or ambitious they were for each game and how they were humbled essentially every time.

I knew the stuff about Hoberman's Halo 2 saga. I DIDN'T know that Jones was MIA for much of Halo 3. I didn't know that Staten and O'Donnell were the driving forces for ODST. Which is odd, because Korny hates Staten's writing but ODST is his favorite :P . Go figure! Many other things I didn't know, but no point in listing them all.

You know, we put these guys on pedestals but at the end of the day they are just normal guys... with normal problems and quibbles that we all have in our day to day.


When they mentioned they were doing this stuff at age 20-30 I look at myself and think "What was I doing at 25.....Oh right, PLAYING Halo!" Shit.

It was also neat hearing about the Steve Jobs and Microsoft back story, as well as their acquisition and eventual independence from MS (and being burned out on Halo as a whole, that feeling that we all get when you do something you love and then it becomes work, and you don't love it anymore).

THAT SAID, You'd think that with all they learned about making Halo over the years that the whole starting-over-Destiny-mid-cycle thing wouldn't have happened.... I mean, c'mon. You guys have done this before..... did you not learn from the mistakes? And then I pause to realize that many of those folks left Bungie before that anyway. Hmmm....

Additionally, at times I can't help but wonder if Activison is to them now what MS was for them during Halo. Just a feeling I have sometimes.

I hope to see more stuff like this surface in the future. Especially the Marty\Bungie saga. It just takes time....

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That was a good read all around.

by Cody Miller @, Music of the Spheres - Never Forgot, Wednesday, May 31, 2017, 03:01 (2823 days ago) @ Revenant1988
edited by Cody Miller, Wednesday, May 31, 2017, 03:05

THAT SAID, You'd think that with all they learned about making Halo over the years that the whole starting-over-Destiny-mid-cycle thing wouldn't have happened.... I mean, c'mon. You guys have done this before..... did you not learn from the mistakes?

THEY may have learned, but certain other people may not have…

Nobody has given the real reason and full context for Destiny's troubles. I'm wondering if Jason Schreier's book will present the whole picture.

I don't really think it's too complicated

by electricpirate @, Wednesday, May 31, 2017, 14:12 (2823 days ago) @ Cody Miller

Making games is hard
Making ambitious games is really hard
Making game engines is really hard
Making game toolsets is really hard
Making large scale service layers is hard
Scaling a company from 100 people to 500 people is hard
Writing a story for game designed to be played for 4000 hours is hard

Bungie tried to do all of these things at once, and it blew up in their face and they had to recover. Delays in getting the engine running probably slowed a lot of the initial design and prototyping. Problems in the content pipeline made iterating slow and cumbersome. Some of their design bets didn't pay off like they thought they would. etc etc.

In some ways there were new problems, and they avoided the old ones. They didn't need to re-do the entire game engine, but as a new problem they weren't satisfied with the cinematics and basically started *that* part over after E3.

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I don't really think it's too complicated

by Ragashingo ⌂, Official DBO Cryptarch, Wednesday, May 31, 2017, 14:23 (2823 days ago) @ electricpirate

And with any luck Destiny 2 is like Halo 2. The core basis for the rest of a great series of games that stretch another 10 years into the future. It has a bit of that feel already just from the excellent reveal event...

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I don't really think it's too complicated

by narcogen ⌂ @, Andover, Massachusetts, Wednesday, May 31, 2017, 15:03 (2823 days ago) @ Ragashingo

And with any luck Destiny 2 is like Halo 2.

Rough, unfinished, and with a player character half the audience hates?

I liked him, but I've long since recognized that I'm in the minority there.

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I don't really think it's too complicated

by Ragashingo ⌂, Official DBO Cryptarch, Wednesday, May 31, 2017, 15:31 (2823 days ago) @ narcogen

And with any luck Destiny 2 is like Halo 2.


Rough, unfinished, and with a player character half the audience hates?

I liked him, but I've long since recognized that I'm in the minority there.

If I have to again trade the final third of the game for iconic stories and characters that form the firm foundation for the next decade of the series, then absolutely!

Halo 3 and ODST were built directly on the solid narrative back of Halo 2. The actions of the Covenant, even into the 343 era, are based on the Elite / Prophet / Brute / Flood conflict first really established in Halo 2.

And yeah, unlike some people, I didn't throw my controller at the TV at the end of Halo 2. I was elated because that cliffhanger made it clear that my favorite series would have a third, final installment!

I don't really think it's too complicated

by Avateur @, Thursday, June 01, 2017, 04:31 (2822 days ago) @ Ragashingo

If I have to again trade the final third of the game for iconic stories and characters that form the firm foundation for the next decade of the series, then absolutely!

Halo 3 and ODST were built directly on the solid narrative back of Halo 2. The actions of the Covenant, even into the 343 era, are based on the Elite / Prophet / Brute / Flood conflict first really established in Halo 2.

And yeah, unlike some people, I didn't throw my controller at the TV at the end of Halo 2. I was elated because that cliffhanger made it clear that my favorite series would have a third, final installment!

Dang dude, that's a tough one for me. I want iconic stories and excellent characterization and for things to matter and for me to care about them. And the Halo 2 ending was a big shock to me, and the ending felt awkward, but I was down. I absolutely love the story in that game. Unfortunately, the level design and gameplay for a lot of it was whack. I don't want that translating into Destiny 2. Destiny 1 was already so empty and filled with a lot of unnecessary back and forth. I don't want more of that but in "new areas".

Also, Halo 3 also seriously dropped the ball on what Halo 2 set up for it, but that's not what this is about. :P

I guess what I'm saying is, I'm getting more of a Destiny 2 is really Destiny 1.5 vibe, or that it's a Destiny 1: What We Wish We Had Done game. I seriously hope it's not. But so far, I'm not wowed by the gameplay stuff at all. And until I get to see how the story unfolds and is presented, I can't judge that. I'm not hype. The only thing at this time that Destiny 2 has going for it is that Destiny 1 was fun, I enjoy playing with friends, and that's about the only reason I'll be continuing on to the sequel. But it has to deliver, and Bungie has to show that they've learned from Destiny 1's issues. Granted, it's still early. Lots to learn and see and Beta and such. No pre-order or season pass here. Bungie's gotta earn it.

I don't really think it's too complicated

by electricpirate @, Thursday, June 01, 2017, 03:25 (2822 days ago) @ narcogen

And with any luck Destiny 2 is like Halo 2.


Rough, unfinished, and with a player character half the audience hates?

I liked him, but I've long since recognized that I'm in the minority there.

I've always thought it was less about him, and more about the overall poor level design of Halo 2. It's especially true, because you play perhaps the best mission in the game (New Mombasa) and jump right into the arbiters ehhhh mission.

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I don't really think it's too complicated

by cheapLEY @, Thursday, June 01, 2017, 12:08 (2822 days ago) @ narcogen

with a player character half the audience hates?


Destiny already has Titans.

That was a good read all around.

by FyreWulff, Thursday, June 01, 2017, 10:12 (2822 days ago) @ Cody Miller

THAT SAID, You'd think that with all they learned about making Halo over the years that the whole starting-over-Destiny-mid-cycle thing wouldn't have happened.... I mean, c'mon. You guys have done this before..... did you not learn from the mistakes?


THEY may have learned, but certain other people may not have…

Nobody has given the real reason and full context for Destiny's troubles. I'm wondering if Jason Schreier's book will present the whole picture.

Jason Schreier's book will likely just be a compilation of regurgitated internet-facts most of us already know.

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That was a good read all around.

by Cody Miller @, Music of the Spheres - Never Forgot, Thursday, June 01, 2017, 15:49 (2822 days ago) @ FyreWulff

THAT SAID, You'd think that with all they learned about making Halo over the years that the whole starting-over-Destiny-mid-cycle thing wouldn't have happened.... I mean, c'mon. You guys have done this before..... did you not learn from the mistakes?


THEY may have learned, but certain other people may not have…

Nobody has given the real reason and full context for Destiny's troubles. I'm wondering if Jason Schreier's book will present the whole picture.


Jason Schreier's book will likely just be a compilation of regurgitated internet-facts most of us already know.

That is possible. For instance, his article on the 'supercut' was technically correct in that the facts were all right, but it again did not provide the context for why the supercut was the way it was. Context which would make Joe look much more favorable. I know he knows this, so I would be willing to bet his book will dig a little deeper.

It's just a basic rule.

by FyreWulff, Friday, June 02, 2017, 11:48 (2821 days ago) @ Cody Miller

THAT SAID, You'd think that with all they learned about making Halo over the years that the whole starting-over-Destiny-mid-cycle thing wouldn't have happened.... I mean, c'mon. You guys have done this before..... did you not learn from the mistakes?


THEY may have learned, but certain other people may not have…

Nobody has given the real reason and full context for Destiny's troubles. I'm wondering if Jason Schreier's book will present the whole picture.


Jason Schreier's book will likely just be a compilation of regurgitated internet-facts most of us already know.


That is possible. For instance, his article on the 'supercut' was technically correct in that the facts were all right, but it again did not provide the context for why the supercut was the way it was. Context which would make Joe look much more favorable. I know he knows this, so I would be willing to bet his book will dig a little deeper.

Like, even this mega article was 95% known facts with a little bit of 5% new for 'ah!' moment that tied some parts together more.

If someone is chatty enough to talk, they're gonna be chatty to others, so anything they've said have already likely percolated to the internet. That's why I assume it'll be mostly a collection of stuff we already know, a little nugget that is new, some other stuff that's basic_game_development_problems.doc and some tabloidification to make it more spicy looking than it actually is.

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Ryan Payton on Halo 4

by narcogen ⌂ @, Andover, Massachusetts, Wednesday, May 31, 2017, 02:18 (2823 days ago) @ Blackt1g3r

If I could do it all over again, I would’ve fought hard to not make Halo 4 as it shipped or this innovative, forward-thinking Halo game we dreamt up. I would have remade Halo: CE internally at 343—for Xbox 360 or Xbox One—and made it a faithful, unbelievably beautiful, well-designed remake that would teach the team how to ship together, how to work within this engine, and how to earn respect from the fans. We should have done that before creating something wild and crazy.

http://forums.bungie.org/halo/archive36.pl?read=1067602

That was what I wanted 343 to do. Instead they subcontracted Anniversary to Sabre.

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Massive Info Dump on Halo History

by stabbim @, Des Moines, IA, USA, Wednesday, May 31, 2017, 14:24 (2823 days ago) @ Blackt1g3r

I'm only partway through, but I just have to comment on the bit about games for Spielberg's "AI" having been in development. I think it's a good thing those never came out, because the movie itself was... well, I can't tell you, because I remember nothing about it. Except my whole family dying laughing at the teddy bear in the last scene.

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Do they talk about "Forerunner Tank?"

by Schedonnardus, Texas, Wednesday, May 31, 2017, 14:31 (2823 days ago) @ Blackt1g3r

- No text -

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No, but awesomeness ensued

by narcogen ⌂ @, Andover, Massachusetts, Wednesday, May 31, 2017, 15:00 (2823 days ago) @ Schedonnardus

- No text -

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What a bummer.

by cheapLEY @, Wednesday, May 31, 2017, 21:33 (2823 days ago) @ Blackt1g3r

Obviously that's all not the entire story, but man, it bummed me out. It gave the impression that no one actually wanted to be doing any of it, and they all killed themselves to make shit they weren't excited about. I don't think that's true, but it seems like a bunch of grumpy old men looking back at the times they hate to remember.

And Marty's quote:

Marty O’Donnell There was a moment there where I was just like, wow, Frankie, come on. There was a certain amount of: Bungie invented this, Bungie owns the lore, we’re all still together. And sure, 343 were going to do what they were going to do, but we weren’t going to help them.

I'll say again, what a bummer. I mean, I get it. You created this awesome thing and had to give it up to be free. But it sounds like no one wanted to make more Halo anyone, so why so much animosity.

Again, I know, it's not the whole story, but fuck, reading that article was really depressing.

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Same

by kidtsunami @, Atlanta, GA, Thursday, June 01, 2017, 09:08 (2822 days ago) @ cheapLEY

- No text -

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What a bummer.

by Durandal, Thursday, June 01, 2017, 15:29 (2822 days ago) @ cheapLEY

I see it more as they knew 343i wouldn't do as well as they did with it, that it 343 would turn it into CoD-Halo and franchise it (which it pretty much did).

It is clear that the Halo series is MS's killer app and tent pole franchise. MS wants Halo to be the big FPS draw on every iteration of their platforms, and 343 is the vehicle to make that happen. This attitude undoubtedly came out during the discussions. The MS marketing execs probably thought it would be a compelling argument for the Bungie staff to stick around. "hey, this game is money. Just stick around and iterate and you will have security and success."

For a group that pretty much burned out shipping Halo 2 and 3, it's easy to see how that wouldn't be much of an incentive at that time.

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What a bummer.

by cheapLEY @, Thursday, June 01, 2017, 15:34 (2822 days ago) @ Durandal

Except Marty straight up tried to convince the seemingly only person at Bungie that was really passionate about Halo to quit working on Halo with what amounts to "fuck those guys."

I'm sure it's more nuanced than that, but it was presented in way that really bums me out. They seem so fucking bitter about making the series of games that put them on the map, and that sucks.

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What a bummer.

by Kermit @, Raleigh, NC, Thursday, June 01, 2017, 16:44 (2822 days ago) @ cheapLEY

Except Marty straight up tried to convince the seemingly only person at Bungie that was really passionate about Halo to quit working on Halo with what amounts to "fuck those guys."

I'm sure it's more nuanced than that, but it was presented in way that really bums me out. They seem so fucking bitter about making the series of games that put them on the map, and that sucks.

So they owe Halo deference like they owe the Xbox deference I guess. I'm sure if I look I can find a post that says that they should've made Myth III. After all, that game put them on the map. And the Bungie/MS friction is famous at this point. I'm sure it went both ways. That part of this article is not new. Regardless, I see introspection in this article, from all sides. Marty was a true believer in Bungie, so he said what a true believer in Bungie would say to a valuable asset about to leave. "Dude! We're awesome!"

I find your spin a bit negative, and I won't tell you how to feel, but this article didn’t depress me. I will say that hearing some of these stories (originally—a few years ago) did disturb me and cause me to update the Platonic ideal of Bungie I held in my imagination, but at the end of the day I was glad to know, not just because I like knowing the truth (or something closer to it), but knowing reminded me of what I had tended to forget—especially when I indulged in Bungie hagiography--namely, that the who work at Bungie are just like you and me. I hope that this has made me a better (or more balanced) fan. Mig has described the relationship once as like a friend making this cool thing they like, and you like it, too. So far, when it comes to Bungie games, I like them (to varying degrees). I can also, knowing what I know, better relate to the difficulties they face, and that’s weirdly inspirational. I want to create, but I struggle with that. I want to be a leader in my career, but not everyone wants that from me. Sometimes the worst of us overcomes the best of us. Sometimes the pressures of our jobs amplify our weaknesses. I won’t repeat my long list of bullet points related to Marty’s firing, but much of it applies here.

There may be a little self-aggrandizing in that article, but I see a lot of humility, too. Bungie devs have tended to be their most severe critics, and I think that’s apparent here, too. Despite it all, Bungie has made many things they can be proud of in a tough, competitive business. We got the games. We enjoyed them. We still can. I won’t tell you how to feel, but go play your favorite Halo level. Maybe that’ll help.

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What a bummer.

by cheapLEY @, Thursday, June 01, 2017, 17:49 (2822 days ago) @ Kermit

There may be a little self-aggrandizing in that article, but I see a lot of humility, too. Bungie devs have tended to be their most severe critics, and I think that’s apparent here, too. Despite it all, Bungie has made many things they can be proud of in a tough, competitive business. We got the games. We enjoyed them. We still can. I won’t tell you how to feel, but go play your favorite Halo level. Maybe that’ll help.

Oh, don't get me wrong. Whatever Bungie's doing is obviously working--they haven't failed to deliver yet. I guess I'd just like to see the other side a bit, too. We got a little bit of it there, but not much. I wanna hear the guy that loved going in to work everyday, loved working on Halo, loves working on Destiny. Most of those quotes were all about the bad. That's fine--I think it's good to get that stuff out there. I think it's important for people to understand just how absolutely batshit insane and hard making video games is. Maybe those are all just painful memories of bad times, but I would have expected a bit more enthusiasm and excitement about what they accomplished.

I don't feel like they owe me anything or owe Halo or Microsoft anything, but they just come of as bitter about the whole thing. Maybe some of them are--I'm sure being bought by a giant corporation and having that corporation try to mess with your culture is difficult and probably sucks. But they seem so combative about it, and that comes of as at least a little shitty.

I dunno. Like I said, it's not really my place to judge. The games they make are among the best, so clearly it's working for them. It just seems like its an absolute miracle that they shipped anything at all, much less anything good.

What a bummer.

by Claude Errera @, Thursday, June 01, 2017, 18:30 (2822 days ago) @ cheapLEY

I don't feel like they owe me anything or owe Halo or Microsoft anything, but they just come of as bitter about the whole thing. Maybe some of them are--I'm sure being bought by a giant corporation and having that corporation try to mess with your culture is difficult and probably sucks. But they seem so combative about it, and that comes of as at least a little shitty.

Apparently, that's being driven by the article's author. Marcus Lehto just added this note to a thread on Facebook:

As for the article, I met with the guy about a year ago to do an interview. After giving him plenty of stories about what good times we had, the comradery we had as team, the hilarious moments that defined the culture at Bungie (many of which you were central), it was clear that he really wanted the challenges and conflict, so I declined a follow-up interview. And, as many have stated, it’s not an accurate or complete history of Bungie without capturing the opinions and memories of those still at Bungie.

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What a bummer.

by cheapLEY @, Thursday, June 01, 2017, 18:33 (2822 days ago) @ Claude Errera

Apparently, that's being driven by the article's author. Marcus Lehto just added this note to a thread on Facebook:

As for the article, I met with the guy about a year ago to do an interview. After giving him plenty of stories about what good times we had, the comradery we had as team, the hilarious moments that defined the culture at Bungie (many of which you were central), it was clear that he really wanted the challenges and conflict, so I declined a follow-up interview. And, as many have stated, it’s not an accurate or complete history of Bungie without capturing the opinions and memories of those still at Bungie.

That's actually really great to hear. Common sense should have told me that anyway, I suppose. I knew it wasn't the full story, but I'm glad to hear it's the author's focus and not just what Bungie sees when they look back.

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Interesting. Seems current Bungie wasn't allowed to comment

by Robot Chickens, Thursday, June 01, 2017, 18:56 (2822 days ago) @ Claude Errera

[image]

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I wouldn't be surprised if ...

by Kermit @, Raleigh, NC, Thursday, June 01, 2017, 19:02 (2822 days ago) @ Robot Chickens

they are probably legally bound not to comment in any negative way about Halo, maybe for a number of years.

It is nice to see the thread, though, as a reminder that there are many, many stories.

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So just scratch "complete" off the beginning of the title?

by Ragashingo ⌂, Official DBO Cryptarch, Thursday, June 01, 2017, 19:03 (2822 days ago) @ Robot Chickens

- No text -

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Interesting. Seems current Bungie wasn't allowed to comment

by Cody Miller @, Music of the Spheres - Never Forgot, Thursday, June 01, 2017, 19:12 (2822 days ago) @ Robot Chickens

The official line from Bungie, at least what was told to me, was that they want to tell their own story, and Jim Mcquillan was capable of doing that. They want the people working at Bungie to focus on nothing but making games.

But they aren't going to make ViDocs about the good old days of stealing floppy disks to make thousands of copies of Pathways in Alex's basement. They aren't going to interview Chris Butcher about how he fell asleep on the 50 yard line of a school field as he took a shortcut home after a long day working on Oni.

It's a shame, but I'm working as hard as I can to get the best, most complete picture.

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+7

by Xenos @, Shores of Time, Thursday, June 01, 2017, 18:19 (2822 days ago) @ Kermit

- No text -

My takeaway:

by EffortlessFury @, Thursday, June 01, 2017, 01:36 (2822 days ago) @ Blackt1g3r

Everything that most of the fanbase love about the game (the lore/campaign, the arena style multiplayer) were happy accidents that most people in the company either didn't care about or looked down on, and all the things the majority of the company actually cared about usually failed without ever seeing the light of day.

What a disappointment. Really puts into perspective what Bungie decided was vital to ship in Destiny 1 Version 1. Their focus doesn't usually seem to be in the right places, it just happened that a few passionate people managed to pull the successful bits together. On a game the scale of Destiny 1 with a team as large as it is now, if the majority of the studio is misaligned, a few good actors can't influence the final product the way they once could. In fact, the fact that it was likely a smaller team working in some relative isolation on the Vault of Glass is how that turned out so well

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My takeaway:

by Kahzgul, Thursday, June 01, 2017, 05:59 (2822 days ago) @ EffortlessFury

Everything that most of the fanbase love about the game (the lore/campaign, the arena style multiplayer) were happy accidents that most people in the company either didn't care about or looked down on, and all the things the majority of the company actually cared about usually failed without ever seeing the light of day.

What a disappointment. Really puts into perspective what Bungie decided was vital to ship in Destiny 1 Version 1. Their focus doesn't usually seem to be in the right places, it just happened that a few passionate people managed to pull the successful bits together. On a game the scale of Destiny 1 with a team as large as it is now, if the majority of the studio is misaligned, a few good actors can't influence the final product the way they once could. In fact, the fact that it was likely a smaller team working in some relative isolation on the Vault of Glass is how that turned out so well

I haven't read this article, but the words you're writing ring true to me.

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My takeaway:

by Kermit @, Raleigh, NC, Thursday, June 01, 2017, 12:10 (2822 days ago) @ EffortlessFury

Everything that most of the fanbase love about the game (the lore/campaign, the arena style multiplayer) were happy accidents that most people in the company either didn't care about or looked down on, and all the things the majority of the company actually cared about usually failed without ever seeing the light of day.

Wow, that's not my view, but maybe I overestimate how hard it is to make great games. I saw a studio without a lot of structure and inconsistent leadership, working to innovate while also meeting enormous expectations. Most people were focused on what they were good at, and yes, we were lucky so many things turned out as well as they did, but at the same time, I'm not at all certain that a studio would have made better games if they didn't have these internal conflicts, didn't have skunkworks, and ideas that didn't pan out. They went to war with the army they had, and happy accidents are common in art. Bungie didn't know in advance what their fanbase would love, and if they focused their development for the sequels on what their fanbase HAD loved, they wouldn't have innovated like they did. What they seemed to focus on was what THEY liked or were interested in, which is the perfect approach for artistic endeavors. Doesn't always blend well with business objectives, but what are you are going to do?

What a disappointment. Really puts into perspective what Bungie decided was vital to ship in Destiny 1 Version 1. Their focus doesn't usually seem to be in the right places, it just happened that a few passionate people managed to pull the successful bits together. On a game the scale of Destiny 1 with a team as large as it is now, if the majority of the studio is misaligned, a few good actors can't influence the final product the way they once could. In fact, the fact that it was likely a smaller team working in some relative isolation on the Vault of Glass is how that turned out so well

Regarding what Bungie decided to ship in vanilla Destiny, it seems obvious that Destiny development was troubled, and therefore their choices were probably extremely limited at a certain point in the schedule. That's likely because they made poor choices early on, but I doubt those choices looked poor at the time (or not focused on the right things, as you put it). I take your point about smaller teams being able to focus and deliver better content, and it seems like Bungie has taken that approach for a while now with their DLC. That given me optimism, as does the explicit comments that Smith and Noseworthy have made about keeping groups alignmed. Also, Bungie has a history of more than making up for past mistakes in their sequels.

My takeaway:

by EffortlessFury @, Thursday, June 01, 2017, 14:27 (2822 days ago) @ Kermit

Everything that most of the fanbase love about the game (the lore/campaign, the arena style multiplayer) were happy accidents that most people in the company either didn't care about or looked down on, and all the things the majority of the company actually cared about usually failed without ever seeing the light of day.


Wow, that's not my view, but maybe I overestimate how hard it is to make great games. I saw a studio without a lot of structure and inconsistent leadership, working to innovate while also meeting enormous expectations. Most people were focused on what they were good at, and yes, we were lucky so many things turned out as well as they did, but at the same time, I'm not at all certain that a studio would have made better games if they didn't have these internal conflicts, didn't have skunkworks, and ideas that didn't pan out. They went to war with the army they had, and happy accidents are common in art. Bungie didn't know in advance what their fanbase would love, and if they focused their development for the sequels on what their fanbase HAD loved, they wouldn't have innovated like they did. What they seemed to focus on was what THEY liked or were interested in, which is the perfect approach for artistic endeavors. Doesn't always blend well with business objectives, but what are you are going to do?

I don't disagree that game development is hard and I'm understanding of that fact. Here's the bits that stood out to me that informed my summary:

  • Halo 1 multiplayer was thrown together at the last minute and was a happy accident of a success. Not necessarily a ding against them, but then Halo 2 arena multiplayer was referred to as the "party game" and looked down on.
  • Halo 2 was left with a "skeleton crew" at one point while the rest of the team was working on a different game. While I expect that's an exaggeration, the sentiment that a large portion of the team was not working on Halo 2 shows that there wasn't a lot of heart in developing it.
  • All of the development woes surrounding the story and the inability to settle on a good
    forward direction.
  • The general dissatisfaction with working on "another Halo game," even as early as Halo 2.

Now I get it, sequel fatigue is real and the leadership vacuum was probably the single largest problem that lead to many of these issues. Still, it really paints a picture of a studio without focus, direction, or any sort of attention span. What the studio eventually produced for Halo 2 was definitely lacking in the story department due to the cut final act, but even what was there and what they produced for MP was phenomenal and it wasn't even something most of the studio gave a shit about. That's why I say happy accident.

Granted, I exaggerate for the sake of making a point, I'm sure it's not as bad as these absolutes; there are likely more shades of grey in the truth.

I will also note that it puts one of their mottos into another viewpoint. "We makes games we want to play." It sounds like a great philosophy, and it is, but I wonder if it doesn't also have a twinge of "We don't care if you like this game, as long as we like it." Which, business goals aside, is a bit immature as well. At my job, I care very much about what I'm making, not just for myself, but for the people who will consume my work. If all of my goals were purely nepotistic, I probably wouldn't produce very high quality work.

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My takeaway:

by cheapLEY @, Thursday, June 01, 2017, 14:59 (2822 days ago) @ EffortlessFury

I see both sides here. As I said in my earlier post, this clearly isn't the whole story, and I don't think you get games as good as the ones Bungie makes without a lot of passionate people that love what they're doing.

But judging solely on what that story presented, I feel like I would never want to work at Bungie. Leaders blowing off entire games, severe communication issues, a really bad "us versus the world" attitude (which is good to a degree, but seems like they took it to an extreme in pretty negative ways). It all just sounds so unpleasant.

Maybe it wasn't so bad as all that, I don't know. I'm certainly in no position to judge.

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My takeaway:

by Cody Miller @, Music of the Spheres - Never Forgot, Thursday, June 01, 2017, 15:18 (2822 days ago) @ cheapLEY
edited by Cody Miller, Thursday, June 01, 2017, 15:25

a really bad "us versus the world" attitude (which is good to a degree, but seems like they took it to an extreme in pretty negative ways). It all just sounds so unpleasant.

There was a lot of that when they got to MS… to the point where Eric Trautmann has openly said they were hostile to his efforts in writing the novels. But, he came up with ODSTs, and some of the most beloved books.

I noticed nobody mentioned John Howard, who was on loan to them from FASA to help finish Halo on time. He had tons of contributions to the mechanics and feel of the game, including the recharging shield. A loan which Bungie was initially skeptical of accepting.

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My takeaway:

by Kermit @, Raleigh, NC, Thursday, June 01, 2017, 15:04 (2822 days ago) @ EffortlessFury

Everything that most of the fanbase love about the game (the lore/campaign, the arena style multiplayer) were happy accidents that most people in the company either didn't care about or looked down on, and all the things the majority of the company actually cared about usually failed without ever seeing the light of day.


Wow, that's not my view, but maybe I overestimate how hard it is to make great games. I saw a studio without a lot of structure and inconsistent leadership, working to innovate while also meeting enormous expectations. Most people were focused on what they were good at, and yes, we were lucky so many things turned out as well as they did, but at the same time, I'm not at all certain that a studio would have made better games if they didn't have these internal conflicts, didn't have skunkworks, and ideas that didn't pan out. They went to war with the army they had, and happy accidents are common in art. Bungie didn't know in advance what their fanbase would love, and if they focused their development for the sequels on what their fanbase HAD loved, they wouldn't have innovated like they did. What they seemed to focus on was what THEY liked or were interested in, which is the perfect approach for artistic endeavors. Doesn't always blend well with business objectives, but what are you are going to do?


I don't disagree that game development is hard and I'm understanding of that fact. Here's the bits that stood out to me that informed my summary:

  • Halo 1 multiplayer was thrown together at the last minute and was a happy accident of a success. Not necessarily a ding against them, but then Halo 2 arena multiplayer was referred to as the "party game" and looked down on.
  • Halo 2 was left with a "skeleton crew" at one point while the rest of the team was working on a different game. While I expect that's an exaggeration, the sentiment that a large portion of the team was not working on Halo 2 shows that there wasn't a lot of heart in developing it.

And what if there wasn't? Does knowing this make you enjoy the game less?

[*]All of the development woes surrounding the story and the inability to settle on a good
forward direction.
[*]The general dissatisfaction with working on "another Halo game," even as early as Halo 2.
[/list]

Now I get it, sequel fatigue is real and the leadership vacuum was probably the single largest problem that lead to many of these issues. Still, it really paints a picture of a studio without focus, direction, or any sort of attention span. What the studio eventually produced for Halo 2 was definitely lacking in the story department due to the cut final act, but even what was there and what they produced for MP was phenomenal and it wasn't even something most of the studio gave a shit about. That's why I say happy accident.

Granted, I exaggerate for the sake of making a point, I'm sure it's not as bad as these absolutes; there are likely more shades of grey in the truth.

Everyone was focused on what they were assigned to, which was the most important thing to them (and it's natural for them to be critical when other people don't take their area as seriously). Lack of leadership aside, assigning resources based on people's concern for that area is an effective strategy. Perhaps multiplayer had less resources than it should have had, but that assumes that people and talent are fungible resources. What if it had more people but turned out worse because of that? We don't know.

I will also note that it puts one of their mottos into another viewpoint. "We makes games we want to play." It sounds like a great philosophy, and it is, but I wonder if it doesn't also have a twinge of "We don't care if you like this game, as long as we like it." Which, business goals aside, is a bit immature as well. At my job, I care very much about what I'm making, not just for myself, but for the people who will consume my work. If all of my goals were purely nepotistic, I probably wouldn't produce very high quality work.

I think that's an exaggeration. I mean, come on. And they certainly shouldn't care that not everyone likes it nor should they try to address all concerns.

My takeaway:

by EffortlessFury @, Thursday, June 01, 2017, 16:38 (2822 days ago) @ Kermit

And what if there wasn't? Does knowing this make you enjoy the game less?

Nope, it actually may help me appreciate it more. It doesn't inspire confidence in the future though.

I think that's an exaggeration. I mean, come on. And they certainly shouldn't care that not everyone likes it nor should they try to address all concerns.

I did note that my sentiments are a bit exaggerated to paint the point. And yes I don't think they should be trying to please everyone, but focusing on skunkworks over your main bread and butter, a franchise that a lot of fans would kill to have the opportunity to influence? Treating it like a second class citizen? Again, exaggeration for point illustration. It's just disappointing to hear that something I loved so much over the years was so contentious to it's creators.

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My takeaway:

by Cody Miller @, Music of the Spheres - Never Forgot, Thursday, June 01, 2017, 15:15 (2822 days ago) @ EffortlessFury

[*]Halo 2 was left with a "skeleton crew" at one point while the rest of the team was working on a different game. While I expect that's an exaggeration, the sentiment that a large portion of the team was not working on Halo 2 shows that there wasn't a lot of heart in developing it.

I think you could only say that about the people making the decisions on where to assign personnel. So maybe you can say that about Jason Jones, but everybody else certainly had heart.

My takeaway:

by EffortlessFury @, Thursday, June 01, 2017, 16:34 (2822 days ago) @ Cody Miller

[*]Halo 2 was left with a "skeleton crew" at one point while the rest of the team was working on a different game. While I expect that's an exaggeration, the sentiment that a large portion of the team was not working on Halo 2 shows that there wasn't a lot of heart in developing it.


I think you could only say that about the people making the decisions on where to assign personnel. So maybe you can say that about Jason Jones, but everybody else certainly had heart.

Fair, though there was also the struggle of the cacophony of creative voices yelling over one another to be heard. Sounded like too much strong-headedness among some of the most senior employees and not enough coordination/cooperation. But yes, it was a top down sort of problem.

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My takeaway:

by Ragashingo ⌂, Official DBO Cryptarch, Thursday, June 01, 2017, 15:46 (2822 days ago) @ EffortlessFury
edited by Ragashingo, Thursday, June 01, 2017, 15:50

Yeah, but dig into the behind the scenes of a lot of great creative projects and you'll see the same kinds of things. For instance:

  • Tomb Raider 2013 very nearly fell apart multiple times before it shipped and successfully relaunched the franchise. One of the key lead people had significant heart problems that kept him away from development for several months. Their story originally involved Lara fighting tribal spirits and having to escort some little kid. They didn't hit on the feel of combat until something like a year before they shipped.
  • The new Beauty and the Beast movie (which I loved) was originally planned as a drama only somewhat inspired by the 1990's animated movie and would have had no songs. The original Disney Beauty and the Beast had Be Our Guest sung to Belle's father much earlier in the film and they had to redo it when they realized that it was Belle the song should have been sung to.
  • The original Toy Story saw all sorts of different ideas not make it. At one point in production, executives at Disney kept demanding that Woody be made meaner and meaner but when they saw their first screening they literally cancelled the project. Pixar scrambled and rewrote the entire movie in something like a weekend to save their first movie from never being made.
  • Inside Out, which I consider one of the smartest written movies ever, had significant production problems and did not hit on its core concepts of: "you can't always be happy and that sometimes sadness is a necessary part of life" until multiple years of work had already been done and it took a decent size rewrite (along with all the reanimating that entails) to make it into the brilliant movie it became. The director Pete Docter who had been a part of Pixar from the beginning only stumbled upon this core theme when he was out jogging in the woods trying to reconcile the fact that he had probably failed his studio and team and would probably be fired from Pixar because of it!
  • And, now we see that most of the Halos, which are beloved and all of which sold several million copies and made the Xbox platform viable, were themselves trainwrecks that mostly came together in the end.


Over the years I've come to realize that a studio's programming, graphics, and story talent is only the starting point. It's having those massively talented people overcome all sorts of real and idiotically self inflicted challenges that makes a studio great. And for better or worse, Bungie seems pretty darn good at having to overcome challenges...

My takeaway:

by EffortlessFury @, Thursday, June 01, 2017, 16:33 (2822 days ago) @ Ragashingo

Yeah, but dig into the behind the scenes of a lot of great creative projects and you'll see the same kinds of things. For instance:

  • Tomb Raider 2013 very nearly fell apart multiple times before it shipped and successfully relaunched the franchise. One of the key lead people had significant heart problems that kept him away from development for several months. Their story originally involved Lara fighting tribal spirits and having to escort some little kid. They didn't hit on the feel of combat until something like a year before they shipped.
  • The new Beauty and the Beast movie (which I loved) was originally planned as a drama only somewhat inspired by the 1990's animated movie and would have had no songs. The original Disney Beauty and the Beast had Be Our Guest sung to Belle's father much earlier in the film and they had to redo it when they realized that it was Belle the song should have been sung to.
  • The original Toy Story saw all sorts of different ideas not make it. At one point in production, executives at Disney kept demanding that Woody be made meaner and meaner but when they saw their first screening they literally cancelled the project. Pixar scrambled and rewrote the entire movie in something like a weekend to save their first movie from never being made.
  • Inside Out, which I consider one of the smartest written movies ever, had significant production problems and did not hit on its core concepts of: "you can't always be happy and that sometimes sadness is a necessary part of life" until multiple years of work had already been done and it took a decent size rewrite (along with all the reanimating that entails) to make it into the brilliant movie it became. The director Pete Docter who had been a part of Pixar from the beginning only stumbled upon this core theme when he was out jogging in the woods trying to reconcile the fact that he had probably failed his studio and team and would probably be fired from Pixar because of it!
  • And, now we see that most of the Halos, which are beloved and all of which sold several million copies and made the Xbox platform viable, were themselves trainwrecks that mostly came together in the end.


Over the years I've come to realize that a studio's programming, graphics, and story talent is only the starting point. It's having those massively talented people overcome all sorts of real and idiotically self inflicted challenges that makes a studio great. And for better or worse, Bungie seems pretty darn good at having to overcome challenges...

Don't get me wrong, I understand that not every decision will be a good one and that failures inform growth and better future decision making. What I guess disappoints me is that it seems that the company has repeated similar mistakes with almost every game dev cycle. It doesn't inspire confidence.

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My takeaway:

by Xenos @, Shores of Time, Thursday, June 01, 2017, 16:56 (2822 days ago) @ EffortlessFury

Don't get me wrong, I understand that not every decision will be a good one and that failures inform growth and better future decision making. What I guess disappoints me is that it seems that the company has repeated similar mistakes with almost every game dev cycle. It doesn't inspire confidence.

Honestly, this is what happens with any large project or company behind the scenes. We see the marketing side of every company so we tend to think "it sounds like things are going well!" but in EVERY single instance there are massive problems. A good friend of mine who is a software developer describes shipping a product as "the last 10% of the development time is the managers scrambling to put together a working viable product" and this article points out that that's clearly what happens with Bungie on most of their games. If we had documentaries about most gaming companies I think we'd see similar events.

My takeaway:

by EffortlessFury @, Thursday, June 01, 2017, 17:12 (2822 days ago) @ Xenos

Don't get me wrong, I understand that not every decision will be a good one and that failures inform growth and better future decision making. What I guess disappoints me is that it seems that the company has repeated similar mistakes with almost every game dev cycle. It doesn't inspire confidence.


Honestly, this is what happens with any project or company behind the scenes. We see the marketing side of every company so we tend to think "it sounds like things are going well!" but in EVERY single instance there are massive problems. A good friend of mine who is a software developer describes shipping a product as "the last 10% of the development time is the managers scrambling to put together a working viable product" and this article points out that that's clearly what happens with Bungie on most of their games. If we had documentaries about most gaming companies I think we'd see similar events.

Oh I get it, I really do. I got my first taste of the above in this last year and a half of my entry into the software development career. We're actually doing what we can to not leave any sort of mess at the foundation levels. What I mean is that it was the same problem for Halo 2, Halo 3, and to a lesser extent, Reach. And then again with Destiny 1. Like, really?

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My takeaway:

by Harmanimus @, Thursday, June 01, 2017, 18:31 (2822 days ago) @ EffortlessFury

I think that what you are missing in this assessment is that people learning from mistakes is rarely not to make them again. Humans are habitual creatures and will cycle patterns. No, learning from your mistakes is being better prepared to handle and resolve those concerns when they repeat them.

I have little doubt that even if the mistakes seem identical at a surface level, the parts that were real problems were likely new problems and the parts that were familiar missteps were more quickly rectified.

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My takeaway:

by Ragashingo ⌂, Official DBO Cryptarch, Thursday, June 01, 2017, 16:57 (2822 days ago) @ EffortlessFury

These massive projects with budgets in the tens to hundreds of millions of dollars are never happy clean affairs where everything goes swimmingly. They are mad houses of creativity and disagreements and painful feature cuts and late rewrites and those rare moments where everything clicks and their work goes on to touch millions of lives for the better.

If you judged Pixar under your standard, with all the times their movies had massive rewrites and all the times they fired directors and all the times they canned entire movies, you'd think them a terrible failure. But if you judge them on the products they make, the impact they've had, the money they've made, or the fact that they're still around to try again, then they are a huge success.

I think the same applies to Bungie and probably most every other major game studio.

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Read Creativity, Inc.

by Blackt1g3r @, Login is from an untrusted domain in MN, Thursday, June 01, 2017, 17:13 (2822 days ago) @ Ragashingo

Excellent book by Ed Catmull talking about how to manage in a creative environment and how Pixar has been able to execute it's films so successfully. I'd expect pretty much everything in that book to apply equally to game development (assuming it's a good cultural fit for the organization etc).

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I own it. :)

by Ragashingo ⌂, Official DBO Cryptarch, Thursday, June 01, 2017, 18:26 (2822 days ago) @ Blackt1g3r

- No text -

I wondered just the other day if WMGWWTP is still present?

by Pyromancy @, Thursday, June 01, 2017, 17:34 (2822 days ago) @ EffortlessFury
edited by Pyromancy, Thursday, June 01, 2017, 17:39

"We make games we want to play." It sounds like a great philosophy, and it is, but I wonder if it doesn't also have a twinge of "We don't care if you like this game, as long as we like it."

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Absolutely

by Xenos @, Shores of Time, Thursday, June 01, 2017, 17:49 (2822 days ago) @ Pyromancy

It does. Watch any of the interviews about Destiny 2. They constantly talk about Destiny as a game they play every night and how that strongly affects the development process. They care about this stuff just as much as we do.

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Absolutely

by Cody Miller @, Music of the Spheres - Never Forgot, Thursday, June 01, 2017, 18:31 (2822 days ago) @ Xenos

It does. Watch any of the interviews about Destiny 2. They constantly talk about Destiny as a game they play every night and how that strongly affects the development process. They care about this stuff just as much as we do.

There are either two possibilities:

1. You are right, and the people making the large scale decisions at Bungie simply have poor taste. It's possible they like toxic investment systems.

2. You are wrong, and they are including these portions of the game precisely because they hook you, yet make the game worse.

I will be much more receptive to this idea when Bungie makes a game that has no grind, manipulation, or investment elements.

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Absolutely

by Xenos @, Shores of Time, Thursday, June 01, 2017, 18:44 (2822 days ago) @ Cody Miller

It does. Watch any of the interviews about Destiny 2. They constantly talk about Destiny as a game they play every night and how that strongly affects the development process. They care about this stuff just as much as we do.


There are either two possibilities:

1. You are right, and the people making the large scale decisions at Bungie simply have poor taste. It's possible they like toxic investment systems.

2. You are wrong, and they are including these portions of the game precisely because they hook you, yet make the game worse.

I will be much more receptive to this idea when Bungie makes a game that has no grind, manipulation, or investment elements.

3. They have different tastes than you, and Cody isn't always right :-p

I think most of the people on the forum would agree that most of the decisions since launch have improved the game not made it worse. And as usual Cody, you need to learn that there isn't a universal truth of what makes games good.

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Absolutely

by dogcow @, Hiding from Bob, in the vent core., Thursday, June 01, 2017, 19:07 (2822 days ago) @ Xenos

It does. Watch any of the interviews about Destiny 2. They constantly talk about Destiny as a game they play every night and how that strongly affects the development process. They care about this stuff just as much as we do.


There are either two possibilities:

1. You are right, and the people making the large scale decisions at Bungie simply have poor taste. It's possible they like toxic investment systems.

2. You are wrong, and they are including these portions of the game precisely because they hook you, yet make the game worse.

I will be much more receptive to this idea when Bungie makes a game that has no grind, manipulation, or investment elements.


3. They have different tastes than you, and Cody isn't always right :-p

I think most of the people on the forum would agree that most of the decisions since launch have improved the game not made it worse. And as usual Cody, you need to learn that there isn't a universal truth of what makes games good.

Perhaps this might add a new light to this, or maybe not, but...

A recurring desire of mine is to code up an RPG or Dungeon Crawler from scratch (or to rewrite one Slycrel & I wrote decades ago). I don't know why this appeals to me so much, I don't really play many RPGs and I detest many of the basic design elements of RPGs, but building one is just so very appealing to me.

Back when Slycrel and I were writing our game (called Slycrel) we played it TONS. We really loved playing it. It was FUN playing something you created yourself, it also provided extra motivation to fix, improve, and embellish the game. I totally get it when Bungie employees state their feelings when it comes to playing and working on their games.

My takeaway:

by MartyTheElder, Friday, June 02, 2017, 00:14 (2822 days ago) @ EffortlessFury

[*]Halo 2 was left with a "skeleton crew" at one point while the rest of the team was working on a different game. While I expect that's an exaggeration, the sentiment that a large portion of the team was not working on Halo 2 shows that there wasn't a lot of heart in developing it.

Dear Mr. Effortless,

Sorry to butt in on this private conversation - I've learned the hard way that nothing is private on the internet.

Even with so many of us being interviewed at separate times, and still so many others in the world that could have been interviewed, a couple of interesting observations by me.

The story is pretty well written and accurate.

People (such as yourself) still misinterpret what you read.

Halo 2 by no means had a "skeleton crew" ever. The entire team was working on Halo 2. Except for a few people who were promised that they could work on Phoenix/Gypsum. The problem was (in my opinion of course) that Jason left the Halo 2 team as the creative lead and went to work with the Gypsum team. The leadership of Halo 2 was not clear at that point, but we had plenty of people working really hard on it.

And they all put their hearts into it.

I have some amazing fond memories of all my years at Bungie. Those memories won't make news, but they might make it into my book.

- Marty

My takeaway:

by EffortlessFury @, Friday, June 02, 2017, 00:43 (2822 days ago) @ MartyTheElder

[*]Halo 2 was left with a "skeleton crew" at one point while the rest of the team was working on a different game. While I expect that's an exaggeration, the sentiment that a large portion of the team was not working on Halo 2 shows that there wasn't a lot of heart in developing it.


Dear Mr. Effortless,

Sorry to butt in on this private conversation - I've learned the hard way that nothing is private on the internet.

Even with so many of us being interviewed at separate times, and still so many others in the world that could have been interviewed, a couple of interesting observations by me.

The story is pretty well written and accurate.

People (such as yourself) still misinterpret what you read.

Halo 2 by no means had a "skeleton crew" ever. The entire team was working on Halo 2. Except for a few people who were promised that they could work on Phoenix/Gypsum. The problem was (in my opinion of course) that Jason left the Halo 2 team as the creative lead and went to work with the Gypsum team. The leadership of Halo 2 was not clear at that point, but we had plenty of people working really hard on it.

And they all put their hearts into it.

I have some amazing fond memories of all my years at Bungie. Those memories won't make news, but they might make it into my book.

- Marty

Thank you for chiming in, Marty; your reply is much appreciated. My use of "skeleton crew" was a quote from the article by Jaime Griesemer. Its entirely possible the quote was an exaggeration placed out of context and my apologies for perhaps interpreting it wrong. Much respect to you and your work. I cherish the Halo and Destiny soundtracks more than most music in my library.

My takeaway:

by MartyTheElder, Friday, June 02, 2017, 01:05 (2822 days ago) @ EffortlessFury

Dear Mr. Effortless,

Thanks for your gracious reply.

I just re-read that part of the article, and you're correct! It really can be misinterpreted.

I work with Jaime everyday and I guarantee he didn't actually mean that Halo 2 had a skeleton crew. I'll ask him what he really meant or said.

The really hard part about history, is not only who is writing it, but how well people actually remember stuff. I truly believe that my memory is spot on.

Until someone actually corrects it.

Overall, the story was accurate. I'll be happy to chime in with my recollections (as flawed as they might be) from time to time.

The main thing I want to get across is just how much pleasure and enjoyment we all got out of working on Halo all those years, despite how hard it got.

- Marty

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[Waves]

by Kermit @, Raleigh, NC, Friday, June 02, 2017, 01:24 (2822 days ago) @ MartyTheElder

Where can I preorder your book?

Enjoyed your contributions to that article, Marty. I hope you are well.

[Waves] back

by MartyTheElder, Friday, June 02, 2017, 01:35 (2822 days ago) @ Kermit

Watch for my next Kickstarter.

By the way, Echoes of the First Dreamer is almost here.

Don't tell anyone.

- Marty

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[Waves] back

by Cody Miller @, Music of the Spheres - Never Forgot, Friday, June 02, 2017, 03:06 (2821 days ago) @ MartyTheElder
edited by Cody Miller, Friday, June 02, 2017, 03:09

Where can I preorder your book?

Watch for my next Kickstarter.

You're going to kill my market! :-p

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Stay alert. Set Paypals to "Fund'.

by Quirel, Friday, June 02, 2017, 05:24 (2821 days ago) @ MartyTheElder

- No text -

Kickstarter sucks also doesn't accept the Paypals

by Pyromancy @, Friday, June 02, 2017, 05:43 (2821 days ago) @ Quirel
edited by Pyromancy, Friday, June 02, 2017, 06:12

- No text -

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Starting a Kickstarter to improve Kickstarter. Stay tuned.

by Quirel, Saturday, June 03, 2017, 23:17 (2820 days ago) @ Pyromancy

/jk

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Massive Info Dump on Halo History - My takeaway

by dogcow @, Hiding from Bob, in the vent core., Thursday, June 01, 2017, 18:22 (2822 days ago) @ Blackt1g3r

A solid, stable and finalized game engine & content tools can do wonders for your content teams. Especially if it's done before the content teams are ready to build levels. (see ODST). The downside of this is you'll be over a year behind in technology.

Now for my soapbox (read this with the understanding I do not know what it's really like inside the walls of Bungie. For you software guys I'll just say, I think life at Bungie would be improved if they adopted a more agile development method regarding their engine & tools. As I said earlier, I don't know what it's really like inside Bungie and it sure is easy to be an arm-chair-director-of-development).

Smaller more frequent iterations on the game engine would be better for Bungie. The engine-in-development should often be in a "ready to go" state. The developers should be working on the engine and tools for the NEXT game while the content people are working with the last solid & stable (content-ready?) engine for the current game. You should be exploring ideas for your next game with a smaller team using the most-recently-stable-engine&tools. This will help keep it in a "ready to go" state. When the content team is ready to start on the next game the last "ready to go" build of the engine should become the "content-ready" version and only change for bug fixes or management-authorized features (which should be rare). The price you pay for this more-sane development style is that you'll be a little behind technologically, also you can't throw out the whole engine & toolset & do complete re-writes, which, IMHO, is a good thing really (says I as I'm doing a near complete rearchitecting of a major module @ work that's taking over a month ;-) ).

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This.

by Kermit @, Raleigh, NC, Thursday, June 01, 2017, 18:32 (2822 days ago) @ dogcow

I hope Bungie is getting better from a workflow point of view. Based on Chris Butcher's last talk, maybe they have.

I'm not a developer, but I've worked with them for 18 years, and what you say makes sense.

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Massive Info Dump on Halo History - My takeaway

by Blackt1g3r @, Login is from an untrusted domain in MN, Thursday, June 01, 2017, 18:40 (2822 days ago) @ dogcow

A solid, stable and finalized game engine & content tools can do wonders for your content teams. Especially if it's done before the content teams are ready to build levels. (see ODST). The downside of this is you'll be over a year behind in technology.

Now for my soapbox (read this with the understanding I do not know what it's really like inside the walls of Bungie. For you software guys I'll just say, I think life at Bungie would be improved if they adopted a more agile development method regarding their engine & tools. As I said earlier, I don't know what it's really like inside Bungie and it sure is easy to be an arm-chair-director-of-development).

Smaller more frequent iterations on the game engine would be better for Bungie. The engine-in-development should often be in a "ready to go" state. The developers should be working on the engine and tools for the NEXT game while the content people are working with the last solid & stable (content-ready?) engine for the current game. You should be exploring ideas for your next game with a smaller team using the most-recently-stable-engine&tools. This will help keep it in a "ready to go" state. When the content team is ready to start on the next game the last "ready to go" build of the engine should become the "content-ready" version and only change for bug fixes or management-authorized features (which should be rare). The price you pay for this more-sane development style is that you'll be a little behind technologically, also you can't throw out the whole engine & toolset & do complete re-writes, which, IMHO, is a good thing really (says I as I'm doing a near complete rearchitecting of a major module @ work that's taking over a month ;-) ).

I think the main problem is that improvements to a game engine are generally very hard. Often that means to keep the main engine something people are able to use you have to fork the codebase for a significant amount of time. Anytime you do that to a codebase it becomes increasingly more difficult to pull in the changes when you are finally ready to do so which results in the possibility of introducing bugs.

Alternatively, you merge in those changes often while putting them behind a feature flag, but then you are increasing the complexity of the codebase. This makes it easier for developers to make mistakes and introduce bugs, but lets you quickly turn things on and off in the production systems if necessary. In a PC build though, you probably don't want that code easily accessible since people might be able to use it to exploit the game.

There are a lot of trade-offs in where you put your complexity no matter how you approach the problem.

(I realize you probably know all this, but others here don't. Also, I think Engine development is possibly one of the hardest problems in computer science when you are talking about AAA games.)

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Massive Info Dump on Halo History - My takeaway

by dogcow @, Hiding from Bob, in the vent core., Thursday, June 01, 2017, 18:53 (2822 days ago) @ Blackt1g3r

Also, I think Engine development is possibly one of the hardest problems in computer science when you are talking about AAA games.

I'm sure it's so difficult for a myriad of reasons. There are many major difficult problems to solve, and all under extreme timeline pressure. I'm sure it's so very easy to become tightly coupled, and have changes cause cascading effects, and for design decisions to have unforeseen consequences, and, and, and...

Like I said, it sure is easy to arm-chair-direct. ;-)

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Massive Info Dump on Halo History - My takeaway

by Ragashingo ⌂, Official DBO Cryptarch, Thursday, June 01, 2017, 18:52 (2822 days ago) @ dogcow

A key detail here is they left their previous engine with Microsoft and probably had to start over. Great chance to do things better but also means you're back to that time of mistakes and missteps.

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Massive Info Dump on Halo History - My takeaway

by dogcow @, Hiding from Bob, in the vent core., Thursday, June 01, 2017, 18:56 (2822 days ago) @ Ragashingo

A key detail here is they left their previous engine with Microsoft and probably had to start over. Great chance to do things better but also means you're back to that time of mistakes and missteps.

I was under the impression they forked at or before Reach & merged a lot of their new engine features/ideas to the Reach build. I could be wrong, my recollection of the talk by Chris Butcher is hazier than I'd like.

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Massive Info Dump on Halo History - My takeaway

by Ragashingo ⌂, Official DBO Cryptarch, Thursday, June 01, 2017, 19:02 (2822 days ago) @ dogcow

A key detail here is they left their previous engine with Microsoft and probably had to start over. Great chance to do things better but also means you're back to that time of mistakes and missteps.


I was under the impression they forked at or before Reach & merged a lot of their new engine features/ideas to the Reach build. I could be wrong, my recollection of the talk by Chris Butcher is hazier than I'd like.

Yeah... I think it was more they started with the Reach engine to prototype / visualize stuff. How all that went down on the legal side must have been very interesting!

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Massive Info Dump on Halo History - My takeaway

by Cody Miller @, Music of the Spheres - Never Forgot, Thursday, June 01, 2017, 19:17 (2822 days ago) @ dogcow

Jason Jones ALWAYS insisted on using their own game engine. For him, he liked knowing exactly what was happening. If there was a bug, you knew where it was coming from because you coded it yourself. If you use a commercial engine, you have no idea sometimes what's under the hood or how to fix bugs or behaviors that are wrong for your game.

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Massive Info Dump on Halo History - My takeaway

by dogcow @, Hiding from Bob, in the vent core., Thursday, June 01, 2017, 19:29 (2822 days ago) @ Cody Miller

Jason Jones ALWAYS insisted on using their own game engine. For him, he liked knowing exactly what was happening. If there was a bug, you knew where it was coming from because you coded it yourself. If you use a commercial engine, you have no idea sometimes what's under the hood or how to fix bugs or behaviors that are wrong for your game.

To be clear, I'm not advocating Bungie use an externally developed engine. Just saying (in an ideal world) it would be better if they were able to have a version of their engine & tools ready to go (included with people experienced using the tools & engine) by the time the content people needed it. At that time the engine & tools developers would have moved on to the next version of their engine.

& I don't disagree w/ Jones' desire to use an in-house engine. It makes a lot of sense in many ways.

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Not like Sillicon Knights right?

by Durandal, Thursday, June 01, 2017, 21:16 (2822 days ago) @ dogcow

Anyone remember Too Human and all this promise that just went down the tubes when SK pulled coders to work on other projects, then pulled funding to make up for shortfalls elsewhere, and essentially shipped the Demo+ some tacked on levels?
Then went on to blame Id and their licensed engine?

If you license an engine, you are stuck with the limits of that engine, and you won't be able to differentiate yourself much from others who use the same engine. Sure you can change the look, or some game mechanics, but you are still confined to the features in that engine.

Making your own engine is hard, but it can be customized to provide the exact features that you want, and you have the experts in house if anything goes wrong. In addition, you have the experts in house in order to optimize your game elsewhere for that engine.

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Engine or Content?

by narcogen ⌂ @, Andover, Massachusetts, Thursday, June 01, 2017, 23:19 (2822 days ago) @ Cody Miller

Jason Jones ALWAYS insisted on using their own game engine. For him, he liked knowing exactly what was happening. If there was a bug, you knew where it was coming from because you coded it yourself. If you use a commercial engine, you have no idea sometimes what's under the hood or how to fix bugs or behaviors that are wrong for your game.

I get that perspective. But I wonder.

Do Bungie games have fewer bugs than studios that license engines?

Are those bugs fixed more quickly because Bungie makes its own engine?

What is Bungie's competitive advantage over other studios-- its engine, or its content?

In the Marathon and Myth era, it was clearly both-- and on the Mac side at least there were not a lot of engine options, to the point that they were the ones licensing an engine for use.

In the Halo era, I would have said it was their content that set them apart, and that they'd have had an easier time of it iterating their engine less often.

In the Destiny era... I think the engine might just be special. Tried to play some Reach Firefight under less than ideal network conditions the other day-- conditions which are not ideal, but are typical for me.

It was horrific. Nearly unplayable. Destiny excels under those same conditions.

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Engine or Content?

by Cody Miller @, Music of the Spheres - Never Forgot, Sunday, June 11, 2017, 18:58 (2812 days ago) @ narcogen

In the Marathon and Myth era, it was clearly both-- and on the Mac side at least there were not a lot of engine options, to the point that they were the ones licensing an engine for use.

If you are referring to Damage Incorporated, Richard Rouse was a friend of Alex Seropian's. Bungie never licensed their engines on a scale comparable to other comapanies' engines. In fact, I can only think of Damage Incorporated / Prime Target, and Stubbs the Zombie off the top of my head.

You're forgetting ZPC.

by Claude Errera @, Sunday, June 11, 2017, 19:07 (2812 days ago) @ Cody Miller

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It was so hideous I forgot about it.

by Cody Miller @, Music of the Spheres - Never Forgot, Sunday, June 11, 2017, 19:24 (2812 days ago) @ Claude Errera

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mental health

by General Battuta, Friday, June 02, 2017, 01:19 (2822 days ago) @ Blackt1g3r

Bungie and Halo and Destiny aside, I think it's important that this interview makes it clear how crushingly unhealthy game dev can be. People can and often do lose years of their lives and really important relationships. It's a tough industry.

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mental health +1

by CruelLEGACEY @, Toronto, Friday, June 02, 2017, 03:17 (2821 days ago) @ General Battuta

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What a way to run a railroad.

by INSANEdrive, ಥ_ಥ | f(ಠ‿↼)z | ᕕ( ᐛ )ᕗ| ¯\_(ツ)_/¯, Friday, June 02, 2017, 03:33 (2821 days ago) @ Blackt1g3r

I've been meaning to post some-overall-something trying to encompass all the things mentioned not only in the volumes of data linked, but of the jest of things said here. I unfortunately don't seem have the time to craft that justice, so I'm just going to have to improvise a little bit and hope what I put here says - whatever it is my brain is saying. Heh.

Geeze.

Where do I start?

...

*sigh*

While the particulars are new, the jest received from this lengthy verbatim of text is not for me. After all, this is an industry I've been trying to jump into for a fair amount of time. The grass is high. The waves are large. The rocks craggy and sharp. The gray sky is infinite and mixed with the salty air of critical clueless gamers. You have to be the right kind of crazy (or incredibly naive) yet skilled to swim those waters. It also helps if you have a friend and aren't a total ass.

There is no (overall) shortage of digital craftsmen and woman in the videogame industry. This is an industry that has taken some of those who would been implied by necessity into a desk job to instead be able to draw their own wings and be paid for it. Wings of line, of sound, & of code. This isn't to say there isn't a desk job or two in the industry, it's just - a different sort of dress code usually.

I have mentioned this sort of thing in the past, yet I shall say it again, but far more directly - Management. Management. Management.

The difference is healthy alert staff and a game that ships on time (usually) or soul crushed, exhausted & used up staff smashed into a paste with a game - that might not ship AT ALL! Where it can all be lost and locked behind the NDA vaults. No updated Demo Reel for you! Oh!... and overtime/crunch time is apparently paid with food, because money is expensive.

Not only that, but with a sea of creatives you have to watch out for the most dangerous sea creature of them all - FEATURE CREEP! (*1930 Horror Scream Goes here*)

If you aren't careful about where you put your resources, that sucker will tip your ship over, and leave you for dead. It's a slow death. Fortunately, presuming the features aren't tied down into the core of the ship, you can throw features overboard and appease the beast.

...

I am having way too much fun with this sea/ship metaphor. ^_^ ... I digress...

TL;DR

[image]

Games are the Tuna. Calvin is the one paying the bills (*Oh lawd - what a thought*). Game Devs go through with all this madness because game devs LOVE TUNA!...er... GAMES! The problem is, Calvin knows it and abuses are made.

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I'll reply to this post with my more Halo-centric thoughts later on.

While we're on the subject

by TheGhostBrigade, Friday, June 02, 2017, 10:14 (2821 days ago) @ Blackt1g3r

What it's like to still enjoy Halo in 2017

https://twitter.com/TheHALOMemes/status/869723078854680576?s=09

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While we're on the subject

by Cody Miller @, Music of the Spheres - Never Forgot, Friday, June 02, 2017, 12:11 (2821 days ago) @ TheGhostBrigade

What it's like to still enjoy Halo in 2017

https://twitter.com/TheHALOMemes/status/869723078854680576?s=09

Holy shit. Send the covfefe back their bomb! Hilarious.

While we're on the subject

by TheGhostBrigade, Saturday, June 03, 2017, 02:14 (2820 days ago) @ Cody Miller

That was definitely my favorite tweet in a long time.

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