IG: Speaking of setting the bar, I'd guess you guys are feeling huge pressure to once again up the ante for the next Halo. Everybody is really chomping at the bit to see what you guys are going to do next to really push it especially since this might be the “swan song” for Bungie and Halo. Do you feel that pressure? What are you trying to do with Halo: Reach to meet those expectations?
BJ: We say this a lot and its a little bit cliché, but the bulk of pressure always comes from internal. It really, really does come from ourselves and the desire to make each game we release better than our last game and give our best possible offering; and really for the bulk of the team, it comes down to doing your best work and not letting down the guy next to you pushing each other to rise to the occasion. Again, I know it sounds cliché, but most of the team is insulated from that and we don't stop and read the hype, we don't stop and read all the interviews where people are already calling Reach 'game of the year'. We just want to keep our eye on the target, we just want to keep making the best games we can, and hopefully, it will be something that people will share that same sentiment with us. In my world, I'm obviously a little more exposed to that, but we try and buffer the team and it'd be crazy not to realize the expectations out there and what is at stake for us, but in a lot of ways that's just more fuel to the fire. For the foreseeable future, this is our last Halo title. We want to go out with a bang, we want to set the bar really high, we want to know that we've made the definitive entry in this saga and that we've left our fans something super special that we can really look back on and be proud of.
Bungie's got some great enemy design as seen here in Halo Reach
IG: Do you have any specific examples, whether it's a narrative, gameplay or graphical element, that you're really trying to push to say, 'This is something we're aiming for that you've never seen in a Halo game and you're going to be freaking blown away by this.' Do you have any specific examples?
BJ: For me personally, with Reach in terms of the innovation of where we are pushing it, I think it's a sum of the parts, it's the whole package. We are looking back at Halo: Combat Evolved and drawing inspiration from what made that game so special and what's still endearing to fans today. We're looking at Halo 2 and some of the things we introduced on Live and social side. We're looking at Halo 3's community features, and we're looking at the character driven narrative aspects of ODST, so we have a decade of experience to look back on and draw from, and obviously we have a really robust, awesome fan community that's given us tons of feedback, so we're trying to pluck from all of those things. But it all started with a massive technical overhaul; we've... definitely heard [from them] and taken it on the chin a little bit in the past. For our team, we've built massive, truly simulated living breathing worlds with open-ended sandbox-like encounters, unscripted elements and with that, we've made trade offs between things like framerate or even resolution in some cases.
And, while I feel like every Halo game's been a beautiful artistic endeavor, for Reach we definitely went back and overhauled all of our tech to make sure we could do something that could hold up this holiday compared to other titles that we really did feel like would raise the bar on the visual side. And certainly, a more specific example would be animation. I think our team would agree that, from each title to the next, animation is the one area where we haven't really continued to improve and iterate. Not that it's bad by any means, but for Reach we've redone the whole system from scratch. We've hired a lot of great people now, we're utilizing a mo-cap facility with some hand animation on top of it, and we're really doing a lot more technical stuff to sell this goal of a more character driven story with human characters that give believable performances. Our old tech just wouldn't allow us to do that, and it's everything from our lip-synching to our facial tech – all those things that I would say historically have been one of the weaker sides of the Halo series was from the beginning something that we put a lot of investment into [for Reach].
IG: Speaking of the character-driven elements, and the story and the universe, which have obviously been very important for Halo in addition to the gameplay, where do you stand on the gameplay vs. story argument in video games? Some people say, “gameplay trumps everything” and there are some other people who are trying to really push narrative for the medium forward. You look at games like Heavy Rain from Quantic Dream where it really is all about the narrative and it's described as being more like a movie. Where do you stand on the whole narrative versus gameplay paradigm?
BJ: I think at Bungie we definitely view ourselves as interactive storytellers. I think that the core Halo phenomenon that has contributed to years of popularity, a lot of that like I said before is based on the universe as a whole and how rich and interesting it is. Story is important to us, but that said, Halo's really known for visceral, twitch, highly responsive gameplay in these beautiful worlds, and for as much as I love games, like Mass Effect for example, they're very different philosophies and approaches. So in Reach, gameplay is definitely going to come first and foremost, but it's going to be developed in tandem with a story that just doesn't feel tacked on, but we're never going to sacrifice gameplay for the sake of telling that story. So I feel like through the Halo games we've gotten down to a pretty good science of how to balance those two things out, but we need to build encounters that are first and foremost super fun and rewarding for the player and then start to figure out how that folds neatly into an narrative arc versus trying to back gameplay into it. To me that would break the Halo experience people have come to know and love.
IG: I know that you guys are independent and obviously are looking to do other things besides Halo once you're done with Reach. What are the types of genres that you're looking at? Would you be looking at another first person shooter? What is it that interests you and the Bungie team in terms of what you want to pursue?
BJ: You know, it's interesting. It's an exciting time right now at the studio. The bulk of the team is still obviously working really hard to get Reach out the door, but we have had another group of people with Jason Jones at the helm who are working on pre-production and concepts for our next big thing. It's going to be a whole new universe and a whole new experience. I'm not really at liberty to talk about what genre it's going to be in but I would say that the studio has had a lot of success in the first-person genre. We've also made some third-person games that have been successful, the Myth series as an RTS game was successful, so we have a really broad array of interests, even outside of game development. We have a lot going on and I can't say much more than that right now. It's going to be something that our team is really excited about and I think our fans will be equally excited once we pull back the curtain and talk about it.
IG: I don't remember if it was you or a Bungie colleague, but in an interview recently it was mentioned that Bungie would consider PS3 support. Since you're independent you obviously don't have to stick with Microsoft – you can work on PS3, Wii, you can do anything, so of the platforms that are out there, do you have any interest? Are you interested in the Wii in terms of interface and its extremely different user base than the Xbox that you've been targeting with Halo all these years? Are you looking to take a very different direction with what it is you're doing or is it more hardcore still?
BJ: I don't know if I would classify it as a hardcore focus. Definitely, we're not looking to make the next version of Wii Fit. I don't think that fits with our studio's philosophies, but we do want to make games that aren't limited to just a small segment of super-hardcore gamers. Hopefully they have something about them that's appealing and interesting to a wide variety of people: people that love great stories, people that love action/adventure... these are the kind of things that, throughout every Bungie game has been a pillar.
In terms of platform, I know these things are all still pending topics in the studio. It hasn't gotten to the point where we're unable to do great work and we're moving forward. Things are definitely coming together though. We definitely have plans in the works, and I think we're really close to understanding of what is next and who, what, when, where, that's all going to land. But we're not looking at one particular piece of technology right now. All options are open right now, so long as we find the best possible fit for our creative vision and what this project is going to be.

12 Comments
6 months ago
Alan wake kills his own wife. The game is 6 hours long and graphics sux. The graphics shown before for Alan wake were from PC version …just like SC conviction
Alan wake is another flop like SC conviction
6 months ago
Yeah, but i believe they also said Halo 3 was going to be the last Halo title, way back when. Look how that turned out. They'll churn out another Halo just as soon as they need the money.
6 months ago
Unless they're going to pull a "Sopranos" or Reach finally ties up all the loose ends...
Halo 3 ended with MC arriving on an unknown vessel, there is definitely an attraction for additional storyline there, possibly tied in with the ODST ending with all the engineers and the Prophet.
That my friends, will be an epic ending to the Halo franchise.
6 months ago
Max, Halo: Reach is a prequel to the original Halo, it's doubtful that its going to tie up the loose ends from Halo 3, it may just shed some light on where the Chief and Cortana ended up, if anything.
Christopher, they didn't say Halo 3 was the last Halo game they were making, they said it was the conclusion to the story arc started with Halo: CE; it was the last Halo game they were making that had the Master Chief as the main protagonist. They definitely don't "need the money" after the 4 Halo related games they've released, they've got plenty of money.
Mohibbur, thanks for the totally off topic comment. I'll have to try Alan Wake myself but Conviction just looks terrible graphically and the Splinter Cell story has been dry since it started.
Industry Gamers, thanks for the awesome interview! I can't wait for Halo: Reach!
6 months ago
wow, Mohibbur Rahman is an absolute scumbag if that really is the big surprise in Alan Wake. Nothing like ruining many people's experiences because youre a pathetic loser who needs to vent online with no warning of spoilers. get a fucking life you douchebag.
6 months ago
SC convictions graphics for the xbox are actually better than the previews and the demo is proof and after all the demo is a demo and real games are always better than the demo just wanted to clear some slander on an amazing game although I don't have any clue on alan wake so you are probably right on that one.
6 months ago
Halo reach is during the fall of reach it has nothing to do with Master chief or the O.D.S.T's story the O.D.S.Ts story wont be finished up because that was their biggest mission is finished and is only relevant because of the city they were in the O.D.S.Ts just continue fighting in different areas none that important the Master chief was frozen and floating over the lost forerunner home world and has not been found yet even though he is near the lost spirit of fire. Reach will not tie any loose ends up except for what went down on reach itself and the last reported spartan 2 and spartan 3 noble team squad actions (hope that this clarifies if you have any more Questions then message me at robtank114@hotmail.com )
6 months ago
REACH will be the last halo game made by BUNGIE and was in development since 2006 before HALO 3 was released just to clarify that misconception.
6 months ago
ok im not insulting halo at all, its my favorite fps ever, but they did NOT start shooters on consoles. There were soooo many that came first, to name a few (some of which are cpu games but were released on consoles as well) DOOM, quake, james bond goldeneye, perfect dark, timesplitters, and many many more, personally i believe we owe FPS games to DOOM, cant really think of any that came before hand
6 months ago
i like the first 3 halo games because they made a lot more sense and well i liked the armors and how they put the skulls ps sc convection can suck it
6 months ago
dear bungi i got hacked and lost my recon because i peeved of at me can i have it back my new acount is shotx2xdaxdome
6 months ago
The studio wants to make the definitive entry in the franchise before it moves on to new IP.
digital camera memory cards
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