343 Scrapped Traditional Halo: A Story About Triple-A

Plywood

NeoGAF's smiling token!
Full Article

Two choice pieces, I'd bold but then the entire thing would be bolded:

The way Halo 4 was made was unnatural, says Wolfkill. 343 started at around a dozen people, ballooning to about 200. With contractors, the number of people who put their hands on the game amounted to 350. That growth, and all of the problems that came with it, took place while developing the game.

"There were a lot of mistakes we made along the way in which we knew weren't necesarily the right way to do things," says Wolfkill of the steep learning curve. "But given what we had to deliver and our timeframe, we accepted that these are necessary mistakes, and we acknowledged and cataloged them.

"We started off with a number of people who had a ton of industry experience, and thought, 'We're going to do everything right! We've seen all these mistakes in the past, we'll avoid those, because we're smarter and we have the experience!' The reality is, circumstance forces you down a path, and your ambitions collide, and there will always be catch-up that you're doing. That's where most mistakes are made.

"There were production realities that made us build things inefficiently," she continues. "I think there was also the learning curve of understanding how to work together."

There was inefficient prototyping -- the team didn't clearly define and communicate the parameters of successful prototypes early enough in development, which slowed the process. The team also started to realize that Halo 4's narrative, rooted in volumes of sci-fi lore, was at times too inside baseball, and wasn't self-contained enough. It was an accessibility issue that needed to be addressed.

Sub-teams would get too close to a singular component of a game, such as a new enemy design, and not think of the design in the larger context of the game’s mechanics, lore and narrative, leading to inefficiencies in the overall development process.

343 also struggled with balancing familiarity with reinvention, as the studio wanted to please a large fanbase, but at the same time bring something new to the series. While the game received high scores, some critics pointed out a feeling of sameness.

Speaking to Holmes, O'Connor, and Wolfkill, there's a common theme, or tone in their voices, that recurred over and over again. For all the opportunity and potential they saw in this project, there was some mind-numbing dread of screwing up. Not just screwing up the game, but screwing up your team, your studio, your career, the franchise itself.

Wolfkill laughed, correcting me, saying it wasn't exactly "mind-numbing dread," but merely "mind-numbing fear." Luckily for 343, the studio happened to be working on one of the most recognizable brands in video games, and was backed by the substantial resources of Microsoft.
"Having the Halo franchise was burdensome in a lot of ways -- meeting expectations, for example -- but it was great for hiring," O'Connor admits. Many of 343's problems were big, practical, logistical conundrums having to do with growth and recruitment. The studio needed to attract top triple-A talent -- talent that was in high-demand, and probably already employed at other triple-A studios. All of 343's staff came from triple-A; the studio's staff now represents over 25 triple-A studios.

343 actually couldn't tell interviewees that the studio was specifically working on Halo 4, just that the studio was working on something involving Halo.

"We had people who we hired who hated Halo because of 'X,'" says O'Connor. "But what that really meant was, 'I feel like this game could be awesome because of 'Y input' that I'm going to bring into it. I want to prove it, and I'm passionate about proving it.' So we ended up with a bunch of people who were genuinely passionate about the product. That is a huge advantage, and that helped in hiring and forming our team."

The growing pains threaded throughout the development of Halo 4, as the studio came to terms with firing up an motor while trying to build up the rest of the car around it. For Holmes, the growing pains were familiar, and ones that he encountered when he co-founded Propaganda.

"As a leadership team, we'd go from being able to have everyone sit in an area or a room and organically talk about the experience we're building, because we were small enough to do that," says Holmes. "When you've got multiple missions, five missions in flight, and all of those teams are trying to rapidly turn things around, there's a point at which all of the feedback and interaction starts to bottleneck, and you're not able to move quickly enough."

In February 2012, just nine months before Halo 4's ship date, the studio had to address this bottleneck that was brought on by the rapid growth. Project directors found themselves handling too many line-level decisions, which was causing "inefficiency and frustration" within the team, says Holmes.

"To address this, we introduced a new production process and restructured the team around feature teams, which focused on creation of vertical game experiences, and foundational teams, which focused on game elements and experiences that support multiple features or vertical experiences.

"For example, the campaign was a feature team and the audio was a foundational team. These teams worked toward monthly goals as established by the project directors, but were empowered to make day-to-day decisions and adapt production processes to suit their individual team needs. The project directors checked in with the teams on a weekly basis and provided daily feedback on builds, but we tried to drive as much decision-making as possible down to the teams. This gave the feature and foundational teams a high degree of autonomy in pursuing their project goals, which was important in allowing our large team to remain agile, preventing the directors from becoming a bottleneck to decisions on the floor."
 
What did they do to my beautiful Halo.

Oh and also this choice quote from the article:

"It's during that time you're questioning yourself: 'How is this going to work, will it be as I envision it in my head?" says Holmes. For Halo 4, he says there were a few epiphany moments that helped boost the morale of the team. One of the earlier ones that Holmes recalls was when the team completed a small piece of the Halo experience that he described as a "very traditional" Halo. User research showed that people thought it was a lot of fun, and it showed that the team was capable of making a Halo game that was true to what the series was about.

343 scrapped it, Holmes says, as it was too traditional. But that first build showed the new team that this amalgamation of different studio cultures could work together and achieve a common goal.
 
Campaign was about as vanilla as it gets for a Halo game

Multiplayer has potential but they fucked up

Looking forward to 5 I guess now that they can enter the iteration phase of things. I'd imagine a lot of work went into that engine.
 
"We had people who we hired who hated Halo because of 'X,'" says O'Connor. "But what that really meant was, 'I feel like this game could be awesome because of 'Y input' that I'm going to bring into it.

Well there we go. The problem has been found. Hire people who know Halo, not shooters. Developers who love shooters nowadays prefer CoD like games. I don't care how talented they are, if they were never a Halo fan after a decade of it being out, I don't want them working on the game because they will have little to no understanding on why the game is popular. You can't have a crash course about that and expect them to make a game the long term fans will love. This series is slowly becoming like Splinter Cell because they have no idea what they want to do with it so they're trying to please both parties (traditional and CoD fans). That's not going to work. Pick a side.
Choose the traditional fans.
 
Jeez, 350 people worked on Halo 4? No wonder it was all over the place in terms of quality. I hope a lot of lessons were learnt and that the development of Halo 5 is a lot more focused.

I also wonder what this means for MS' other studios. The sudden ramping up of staff does seem to result in a lot of conflicting ideas and there not being as much cohesion and collaboration between everyone.
 
Hopefully they can do better next time. They have the talent, I guess they couldn't figure out how the mange it. Seems like a all too common problem nowadays.
 
Halo 4 during dev plays too much like traditional Halo and despite the playtesters giving it their approval, it is scrapped for something newer. Well that newer has been outright rejected by a large contingent of passionate Halo fans, fans that have played some version of a Halo game almost everyday for over a decade.

I sympathize with the team. Frankie and Ellis are good people and it's obvious with the hiring of guys like Bravo and Quinn, they are setting up for a much better competitive multiplayer experience for Halo 5, and so I'm going to give them the benefit of the doubt with this game. Releasing a game from a new studio built from the ground up with a tight deadline is a gargantuan task.
 
Hopefully they can do better next time. They have the talent, I guess they couldn't figure out how the mange it. Seems like a all too common problem nowadays.

It doesn't matter if you're the most talented person on earth if you're taking orders from a company like Microsoft.

Edit: Oky, this was an unwisely written comment, I didn't think of it through enough and thus I apologize for it.
 
"It's during that time you're questioning yourself: 'How is this going to work, will it be as I envision it in my head?" says Holmes. For Halo 4, he says there were a few epiphany moments that helped boost the morale of the team. One of the earlier ones that Holmes recalls was when the team completed a small piece of the Halo experience that he described as a "very traditional" Halo. User research showed that people thought it was a lot of fun, and it showed that the team was capable of making a Halo game that was true to what the series was about.

343 scrapped it, Holmes says, as it was too traditional. But that first build showed the new team that this amalgamation of different studio cultures could work together and achieve a common goal.

Idiots.
 
Halo 2 also had problems, hell the DVD that came with the game detailed it pretty well

Sounds like a really stressful environment
 
I simply wanted a Halo game that doesn't allow me to sit at the main menu and question whether or not I continue playing. Halo 1/2/3 did not have this problem. Everyone got to play Halo.

Halo is not dead, only sleeping a little bit longer.
 
Was as safe a bet as Battlefield 4 is...think 343 really needed to define their own game but got caught between trying to bridge the old games to something new. I'M of the belief they have the talent to create something truly unique within the franchise...they just need to have the balls to do it.
 
Enjoyed seeing Halo 4 progress, so I cannot wait for them to do a Next-Gen Halo game. Graphically they made some good strides, especially for 360 hardware. Just for the love of god make a new Forge. Just don't give it to Certain Affinity. Actually make a Forge with feedback from the actual Forge community, not what some developers think they want.
 
The team also started to realize that Halo 4's narrative, rooted in volumes of sci-fi lore, was at times too inside baseball, and wasn't self-contained enough. It was an accessibility issue that needed to be addressed.

So to address it they put in terminals in super obscure locations that 95 percent of players would miss?

Seriously, if you have to have a working knowledge of the universe's lore outside of the previous games, you're way too up your own ass.

One of my largest problems with it: I was constantly being like "WTF? I don't know what anybody is talking about."
 
They built a massive studio from the ground up to make the next installment of one of gaming's most iconic franchises. It's not surprising that the studio went through major growing pains.

Halo 4 was fun, but it wasn't perfect. Hopefully they can build upon what they have learned from the development of Halo 4 and create an even better game next time.
 
Nice misleading thread title. Reading the article, there's nothing that seems all that surprising considering the transfer of ownership of arguably the biggest franchise in gaming. Halo 4 was a fantastic achievement when you take that into consideration.

I think it's fair to expect mind-blowing things from Halo 5 now that the team is established.
 
Lol if anybody actually believes thats "development hell"

This kind of stuff sounds bad in a vacuum, but you would hear very similar (if not worse) stories about previous Halo games. It never goes without drama.
 
Game companies are just finding excuses to follow a continued trend just because someone else is being successful whilst being far superior at it.

People didn't like that? We did it because of feedback!
People wanted that? But we took it out cause...well......customer feedback was positive...but...uhhhhhhh
 
I kind of wish that the game did not get released until this year but had less people working on it for longer, it's a good game but outside of it being made by a brand new studio it has a lot of small problems which all roll up into one big annoyance.

I enjoy the MP side a fair bit, I do get sick of so much long range DMR combat and while the close range weapons are better in 4 then in other halo games, they still feel unloved just because the DMR is so dominating at all ranges.

Also random weapon drops are bad for halo, it's all about the RNG of getting that 1 hit weapon and taking the lead in points because of it.

Single player felt very forced too, not enough self adventuring and well the story blew, sorry. It could have been great but felt like a spin off plot because of how forced things were.
 
One of my largest problems with it: I was constantly being like "WTF? I don't know what anybody is talking about."

Surely everybody knew this from the marketing? It was very odd but I say hats off to Microsoft for at least marketing what it was - a lore heavy entry.

No doubt the next game will go somewhat away from that; it was a mistake but its a new studio, all they have is Lore.
 
So to address it they put in terminals in super obscure locations that 95 percent of players would miss?

Seriously, if you have to have a working knowledge of the universe's lore outside of the previous games, you're way too up your own ass.

One of my largest problems with it: I was constantly being like "WTF? I don't know what anybody is talking about."

I think the way Bungie handled the interaction with outside lore + game lore really well (Reach purists am cry). My favorite example of this would be the Cortana "moments" in Halo 3 where what she says are
direct quotes from Dr. Halsey in "Fall of Reach"
It doesn't punish those that are not aware but serves as a little nod/reward to those "in the know."

343 can get it right. I have faith. :)
 
I think the way Bungie handled the interaction with outside lore + game lore really well (Reach purists am cry). My favorite example of this would be the Cortana "moments" in Halo 3 where what she says are
direct quotes from Dr. Halsey in "Fall of Reach"
It doesn't punish those that are not aware but serves as a little nod/reward to those "in the know."

343 can get it right. I have faith. :)[/QUOTE]

Same here.
 
Lol if anybody actually believes thats "development hell"

This kind of stuff sounds bad in a vacuum, but you would hear very similar (if not worse) stories about previous Halo games. It never goes without drama.

I remember this time when Halo 2 released and Bungie gave us like a 2 hour behind the scenes video about development. Yes it was hell, but they still showed us what went wrong, how time was mismanaged, what got cut etc.
 
Really interesting read. Clearly a lot of people in this thread had problems with the game but reading the article you can see they struggled with what their identity as a studio would be, what thy would do to make Halo their own. Specifically you can read the section about hiring people who don't like Halo.

Another point that others have pointed out, Gamasutra has a problem with their titles. I see a lot of authors complaining about disengenuous titles from their editorial (Gamasutra ends up choosing the title) and they really need to work on that.
 
Nice misleading thread title. Reading the article, there's nothing that seems all that surprising considering the transfer of ownership of arguably the biggest franchise in gaming. Halo 4 was a fantastic achievement when you take that into consideration.

I think it's fair to expect mind-blowing things from Halo 5 now that the team is established.

Not sure if they keep growing in the direction they took with halo 4 and scrap away all the old good stuff. The stuff that makes halo multiplayer halo and not cod in halo skin. They can do all that stuff in singleplayer dont really care that is like 6 ~ 8 hours of gametime, but i want to spend 100+ hours online in multiplayer not something like 15 hours.

Hell no wonder that GDC presentation ended up like that using Cod crowd as your target.
 
Funniest part was how Bungie kept talking about H2 was development hell and that nobody got to be with their families and how the H3 development was so much smoother.

And yet H2 was arguably the best game in the series and H3 was the beginning of the end for Halo.
 
How bout start here 343?:

CAMPAIGN MUST MUST MUST BE PUBLIC CO-OP CAPABLE.
SPARTAN OPS (SHOULD CHOOSE TO CONTINUE DOING SO) MUST MUST MUST CONTAIN PUBLIC MATCHMAKING FOR ANY EPISODE.

Fix those 2 things and I consider that great start.

P.S. - PLEASE bring back the XP slot machine. It was like a game inside of a game for Reach. I loved it. Firefight too please?
 
Okay, so Halo 4 isn't as good as it should have been. Do better with the next one, 343, and stop fucking pussying out with dumb forced shit like that boss QTE and by running scared about the weapon balance in keeping things unnaturally symmetrical. Singleplayer/co-op shouldn't be married, design-wise, to the competitive component at all, except in the most superficial ways. And, for the love of all things sweet and nice, stop with the self-fellating lore. It's not what most people care about with Halo. Bring back the fucking sandbox.
 
Funniest part was how Bungie kept talking about H2 was development hell and that nobody got to be with their families and how the H3 development was so much smoother.

And yet H2 was arguably the best game in the series and H3 was the beginning of the end for Halo.

lol wat


Most people view Halo 2 as the game that went off the rails for the franchise. Both campaign and multiplayer. There is a reason circle strafing gets pushed further and further into the background with each new game.
 
I have never been a huge fan of the Halo series. I usually find the gameplay to be plodding and the story thin. I buy and complete every game, but it never grabs me the way I think a truly great game should, and I just can't understand all the hype.

Now, I just can't understand all the hate. I loved Halo 4. I honestly think it's one of the best games I've ever played. I guess this is one of those disconnects from GAF that I'll never reconcile.
 
It doesn't matter if you're the most talented person on earth if you're taking orders from a company like Microsoft.

Hoo boy

FAnyway, the funny part is if they would have went with more "traditional Halo" it would've been written off as "more of the same". Change it too much and "OMG you've killed Halo!" Damned if you do damned if you don't. IMO Halo 4 was still a great game and a pretty good Halo for the teams first try at the franchise. I am looking forward to seeing how they handle Halo 5, with all they have learned working on 4.

Funniest part was how Bungie kept talking about H2 was development hell and that nobody got to be with their families and how the H3 development was so much smoother.

And yet H2 was arguably the best game in the series and H3 was the beginning of the end for Halo.

H2 is pretty far from being the best in the series. Maybe as far as MP goes, but campaign wise, hell no.
 
Whoever's responsible for either a) the physics of the Ghost or b) the level where you have have to ride the Ghost should be shot into the sun.
 
Another point that others have pointed out, Gamasutra has a problem with their titles. I see a lot of authors complaining about disengenuous titles from their editorial (Gamasutra ends up choosing the title) and they really need to work on that.
The "development hell" bit is all me. The original title is "A Story About Triple-A," if a mod wishes to change it to what the article is actually titled by all means do so.
 
Development hell? I can only go by what I read in the OP, but it doesn't really sound like it? Development Hell is Halo 1, it's Diablo 3, FFVXIII, DNF or other games that took far too long to come out, and were delayed for YEARS. This game looks like it had problems, but nothing that I would call development hell, I'd say purgatory at most.
 
Funniest part was how Bungie kept talking about H2 was development hell and that nobody got to be with their families and how the H3 development was so much smoother.

And yet H2 was arguably the best game in the series and H3 was the beginning of the end for Halo.

Halo 3 was arguably the best game in the series, both in campaign and multiplayer. But especially campaign. You can make a good argument for any of the games in the original trilogy, and in some ways ODST.
 
lol wat


Most people view Halo 2 as the game that went off the rails for the franchise. Both campaign and multiplayer. There is a reason circle strafing gets pushed further and further into the background with each new game.

wat

Halo 2 online was the peek of the series in terms of acclaim, buzz, etc. It pretty much launched Xbox Live into what it is today.

And the competitive scene was never higher than it was in Halo 2. Halo 2 is the last big console FPS to be taken seriously on the competitive level.

Hell MTV had Zyos driving around the country challenging random people to 1 on 1 matches of H2.

Halo 3 was arguably the best game in the series, both in campaign and multiplayer. But especially campaign. You can make a good argument for any of the games in the original trilogy, and in some ways ODST.

There's no way anyone can argue that H3 was the peak of the series at least from a competitive standpoint. The pros hate it and the loyal H2 fanbase pretty much deserted that game for CoD.

The campaign is probably 2nd or 3rd best in the series next to Halo CE.
 
lol wat


Most people view Halo 2 as the game that went off the rails for the franchise. Both campaign and multiplayer. There is a reason circle strafing gets pushed further and further into the background with each new game.

Maybe if you're hypercompetitive or one of the guys that made halo2sucks.com.
 
The "development hell" bit is all me. The original title is "A Story About Triple-A", if a mod wishes to change it to what the article is actually titled by all means do so.

I know what your intention was with the thread title, I am specifically talking about the article title not really telling the full story that the developers were trying to get across with their interview. I think your thread title is succienct way to describe a lot of the article.
 
Top Bottom