Retrospective: 14 years of Halo
- February 27th, 2012
- Posted in Work
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Where did it come from? How did you begin? What inspired you to help make the universe of Halo? These are a few of the most common questions asked of me, one of the very few grizzled ancients who helped begin the creation of Halo, 14 years ago. Honestly, there are no simple answers, but there are a number of reasons why I believe we hit on a success.
As a creative, my imagination was fueled by years of books, movies, life experiences and educational pursuits and I had always wanted to create a fictional world inhabited with all sorts of interesting characters and fun “toys” with which they interact. I know this is no different than a billion people out there who all have the same desire. But when I joined Bungie and was seated down next to Jason Jones and Robt McLees and we began this strange journey of creating a universe, I knew very early on that we were making something special – mostly because we all had such passion for making this world together. As the team grew a little larger, we hired only people who we could count on and the vision for the Halo universe expanded and became more real with every passing day.
Back in 98, the team was still small and agile, able to try out ideas on the fly. We started with the old Myth: The Fallen Lords engine as our base, prototyping ideas of heavily armored super-soldiers (pushing the bleeding edge of tech at 400 polys each – wow!), surrounded by an equally advanced arsenal of military weapons and vehicles, not to mention a whole host of strange alien craft. Before long, the generic super-soldier became our primary focus and developed into what we soon called the Master Chief. What we produced was an experience that felt unique to us, especially compared to all the other games out there at that time. The ideas we had were so simple. Good humans vs. bad aliens fighting each other with big guns on a strange world in the not so distant future – with humanity’s fate solely in your hands. Looking back, it seems almost sophomoric in approach, but it was the simplicity that I believe made Halo so pure and easy to access. More important, it was exactly what we wanted in a video game. Now, to be fair, the strange world became the foundation for the Forerunner mystery which added just the right amount of complexity and depth to the universe. These
were the simple atoms for our story, a cast of characters, and a world which contained the thing that is so difficult to plan for – a heart and soul.
At the same time, another part of our team was focused on honing the core combat model for the game. We didn’t know it at the time, but this work would form the basis of the multiplayer experience, an experience that would become as core to Halo as anything we did throughout the series. It acted as a catalyst for the social gaming experiences that we know today.
If any of these components had been lesser than the other, I believe Halo would not have become so embedded within pop culture. Even so – and I’ve said this many times before – we had no idea just how popular Halo would become. It was truly born in a perfect storm: a well-crafted game on a brand new console and a market hungry for a console shooter. It was a success that took us all by total surprise, and presented our studio with some unforeseen challenges.
Halos 2 and 3 were both tests for our studio. We came close to the edge a few times during this period, as we struggled with the fallout of success, the increased pressure and expectations, as well as diverging ideas over where our games should go. On top of that it was a constant battle to keep our culture intact as we continued to grow at an ever-increasing rate and simultaneously began the fight to become independent once again. As we dealt with the internal pressures, we also needed to stop and remind ourselves that our growing fan base expected more from us. Each successive Halo needed to be better than the last. But sustaining that quality bar was always difficult. Balancing the need to one-up ourselves and catch the eye of the media against staying true to the game and delivering quality for our fans became such a difficult beast to wrestle. On one hand we kept adding more complexity to the series with gameplay features, bigger stories, and grander settings. On the other hand we needed to constantly step back and critique ourselves to make sure we weren’t pushing it too far. But we never knew for sure just how it was going to be received until the game launched. It was only then that we’d hear the real feedback from our fans and the media, raw and unfiltered. While some of it stung, the one message that came through strong was that people wanted more, wanted to be immersed in the world of Halo and wanted us to continue making it.
At the end of Halo 3, I was pretty sure that I had had enough of Halo. I felt that we had exhausted all of the cool ideas and that our fans were getting tired of what had become an incredibly large and over-hyped franchise. The Halo I helped create was becoming something much bigger than I could fully grasp. The sheer breadth of the marketing efforts around Halo was amazing and somewhat overwhelming. Then there was the question of our independence and what it meant to us as a studio. Hanging on the line was a carrot. Make one more Halo game and you will be free.
This was a turning point for me personally. I could only agree to make another game in the Halo universe if I was 100% on board with the project. So we worked with MS and negotiated a plan that made us both happy. Internally we thought about how we could bring a part of the Halo universe to a complete close. From the beginning we were determined not to continue the Master Chief’s story, since any story surrounding the Chief would be too big and intertwined in past fiction to fit into one game. Instead we decided to go back to the beginning where it all began.
We took this opportunity to embrace everything we had done over the series. We gathered up all the success and cut away many mistakes. Then we decided to go back to the place where Spartans like the Master Chief began. Halo: Reach became our own personal swan song to a franchise that I helped create a decade earlier. I had fallen in love with the universe, grown a bit wary as it had become a mega success, and ultimately was ready to say good-bye. But I was given a chance to take one more look at it with fresh eyes.
To do this, we didn’t simply skin the Halo 3 engine with a new story and fancy art. That would have been easy (and probably would have made the powers above us much happier). Instead we decided to do it right and rebuild the game from the ground up – because it was the only way we could bring this final game to life and do it justice. We built Halo: Reach to be one of the most sophisticated and feature rich games the world had ever seen. It took everything we had, but when Reach finally launched out into the world we felt proud that it could stand up to the legacy of Halo created and built by Bungie.
Looking back on the last 14 years at Bungie, I recall so many moments of glory and joy as well as the tough moments that made me lose all my hair – hah! It’s awkward to reflect on some of these moments and remember just how much of a silly kid I was – full of passion and righteous opinions. But, I also look back and recognize how it has shaped me, toughened my skin, and taught me how people work together creatively to make wonderful things.
Bungie has become a new and powerful studio, full of incredible talent and ideas. I often sit back and gaze in wonder over how different we are now. I will always remember the struggles we had when we were just a few with a common goal to build something the world had never seen before. Thank you to Bungie for such an amazing ride. I look forward to the next very big games we will make together.
-Marcus

Thanks for your informative retrospective. As a fan, I always wonder about the people behind Halo and what their real story is.
I truly hope you can become as fully emmersed in your next game as you did in Halo. I’m sure the game will have plenty of fans as a result.
Do you now think games like Halo can only come from beginnings like yours? Young, brash, unfettered minds? Is Bungie able to resurrect its youthful strengths and create the next spellbinding universe? Or is it all just a crap shoot, in the end?
It is people there like you who made me not only a huge fan of Halo/Xbox since 2001, but a fan of Bungie itself (my dream job). I am way more excited for what games you and Bungie are working on than the new Halo trilogy…which I’m still excited for though
.
I hope you have a great fresh start on your new project and may it bring another great decade of enjoyment.
-SERJ
Oops…sorry DEEP, I meant to reply to Marcus.
Short answer – No, Yes, and No.
Having so much cumulative exerience in the studio certainly helps us make very well thought out choices for how we tackle games now. It’s certainly a better thing for us now, since we can avoid many of the mistakes we made when we were younger and thus focus on very high level quality features that hopefully make our games stand out form the crowd. But, we can never get comfortable or cocky, because we know there’s a garage full of incredibly smart young people building somthing that will come out and kick our asses if we’re not careful. So, we hire fresh new minds and keep a constant finger on what’s happening in the world of gaming.
If you have clarity on what you are building – a real focused vision, and you adhere to a quality bar that will give your players a great experience, then your chances of sucess are much higher.
Super great read Marcus. I can feel the passion you all put into Halo Reach, and I honestly believe it’s the best of the series.
You and your guys keep up the great work, and we’ll all see you Star Side
-Guy
Thanks for the insight. One of the many things I have always loved about the Halo series is the passion that is evident throughout. The pinacles that the the people behind the game reach for are always evident and the passion of each individual involved given space to shine. I’m ridiculously excited to see what Bungie bring us in the future!
Where is the original MAC code for halo? It would be great if you guys let us all see the code “Actual game” and ideas from way back then. You could present it like the “The Document of Metal Gear Solid 2″ It would bring some real closure to all the MAC gamers from back then. Please consider this.
Thanks again Marcus. It’s clear how entwined you and bungie are. This can only mean that what you make together will be well-loved by all of us who appreciate great story and great gaming.
How is the experience of blogging for you so far?
I’m not a natural blogger, so I do worry about letting things wither on the vine a bit too long with the one I started. I figure if there’s something that I might know through expereince that would help the gaming community out there, then this may be a good way to give back to all the amazing people out there who have supported the games I’ve helped make. However, I tend to “go dark” when I’m engrossed with activity at the office, so keep up the questions to prod me into posting something else.
formal prod – hindsight is great, but does ‘what i’ve learnt’ ever get in the way of being spontaneous?
perhaps the advantage the young have is a lack of the cynicism or experience of failure that can dampen creativity as we get as we get older (don’t mean to answer my own question; just interested in your thoughts)
Your blogs are insanely interesting to read. Gives me (and everyone) a MUCH bigger feel about the actual reality of designing video games. I really do always wonder what is it really like to be working on such a big project, because in all honesty, Halo:Reach is a monster game with all of the meat packed into it. Can’t wait to see what you guys are working on next, and can’t wait to read more from you.
Did games like Tribes influence your team at all?
Yes. We played Tribes a whole bunch back in the early days. Since the very earliest version of Halo on the Mac and PC was built on a procedural terrain mesh which came from our Myth engine tech, our world was huge! So, we looked at Tribes to study how we could get characters around this big world but also stay engaged in combat.
I was a big Tribes player back in the day. I was already a Halo fan before it went multiplayer, but when Halo 2 came out, it filled the hole left after Tribes 2. I rejoiced when Reach added jetpacks
Thanks for all these years, I look forward to what you and the rest of the studio are cooking up right now.
I sit back in awe as a fan of everything you all as a studio have done. I’m only 18 and I started playing halo trial at like 5. I pretty much owe you and Bungie my current path. If I hadn’t gotten into halo custom edition and modding I wouldn’t be striving toward computer security and networking like I am today. The level of story line is amazing, the way you all conduct your work is near perfect, and the time I have spent with fans, studio members, and forum ninjas alike has been a constant joy of my entire life. I hope you know how serious I am when i say. “you, Bungie, and your games made me who i am today.” -XsSHAD0WsX
Thank you so much for the kind words. I only hope we can continue to live up to what you expect from Bungie as we move forward with all new exciting games.
So, what period of game design have you enjoyed more. The low responsibility, living by the seat of your pants mentality of a young, start up design company, or the more developed, resourceful workplace you have now? I can see the appeal of both. I’m guessing it seemed less like work in the very beginning.
Actually, each new game presents itself with phases that allow for some of the variety you describe. The beginning phase of projects, when you are in concept with a small team of ninjas is incredibly fun and agile. We get to try out all kinds of ideas. The hard part is knowing what to move forward with and what to leave behind. Then you have production with a much larger segment of the studio all involved in owning the game and bringing everything to life with fresh perspectives and a massive influx of talent. Then is the closing phase (admittedly the hardest of them all), when you really nail everything down and make a ton of very serious decisions. All phases require a ton of responsibility – they just tap into different facets of our abilities and force us to focus on making the best games we can.
Thanks you for that amazing read Marcus. I had always wanted to ask Does 343industries keep in contact with Bungie in anwway, as in sharing or discussing any ideas? And will Bungie be playing Halo 4 say on Humpday challenge 343 vs Bungie?
Great read.
If I had to list all of the things that have influenced me the most in my life, Halo would be in the top 3.
I cannot stress how much the franchise has impacted me. From my first, ignorant experiences, calling hunters “needler monsters”, to the halo 2 era custom game lobbies, which to this day remain the most fun I have had in my life, to the canon-freak that can name the smallest details of the universe, who is an even bigger fan of bungie than halo.
Every time I walk around in SP, or in a multiplayer map, I always notice something new in the environment. Even the smallest decorations help flesh out the life of the universe.
Nostalgia and fangushing aside, how do you design so that everything feels alive?
The skyboxes always are filled with colorful movement, the envoerments always show signs of life, or hint at what this may have been used for, or how most of the covie gear seem like they can fold up..
How do you pack all of these details everywhere?
just returned to Halo 3 again (probably a result of all the hype about) and noticed something new: well old as well. the world it immerses us in is so coherent as well as beautiful. the detail as Jabberwockxeno points out, is just astounding.
when you read good sci-fi and a character steps out into a new world, you can get a mental picture of it – like IMAX in your head if it’s really good. if you relax and explore, the space in your imagination, it can become even more intense and real. that’s how H3 felt this time. i couldn’t have imagined anything better.
thanks again Bungie. thanks Marcus.