Editing Warfare (game variant)
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At this time, Hoberman and [[Chris Carney]] were designated to work only on the small-scale multiplayer mode for ''Halo 2'' - focusing on small playercounts such as 2v2 or 4v4, with no consideration for [[Big Team Battle]] modes due to the ongoing development of Warfare. This was partially due to the fact that in [[2001]]-[[2002]], the majority of the US did not have broadband internet to support online play, meaning a huge market was still left for traditional split-screen and LAN games.{{Ref/Reuse|H2:A}}{{Ref/Reuse|VICE}} | At this time, Hoberman and [[Chris Carney]] were designated to work only on the small-scale multiplayer mode for ''Halo 2'' - focusing on small playercounts such as 2v2 or 4v4, with no consideration for [[Big Team Battle]] modes due to the ongoing development of Warfare. This was partially due to the fact that in [[2001]]-[[2002]], the majority of the US did not have broadband internet to support online play, meaning a huge market was still left for traditional split-screen and LAN games.{{Ref/Reuse|H2:A}}{{Ref/Reuse|VICE}} | ||
Six months later in [[2003]], the three-page design document written by Griesemer was still all that had been made for Warfare, and very little active development had been done on it (in part due to the [[Development of Halo 2|development troubles]] which plagued ''Halo 2''{{'}}s campaign). By March 2003, Hoberman was approached by Jason Jones and his arena team integrated back in with the main Warfare multiplayer team and Hoberman made the lead for the entire ''Halo 2'' multiplayer. At this time, the Warfare mode was officially cancelled, and work instead began on creating a series of large maps for the arena multiplayer to add a large-scale element akin to ''Combat Evolved''.{{Ref/Reuse|H2:A}}{{Ref/Reuse|VICE}} | Six months later in [[2003]], the three-page design document written by Griesemer was still all that had been made for Warfare, and very little active development had been done on it (in part due to the [[Development of Halo 2|development troubles]] which plagued ''Halo 2''{{'}}s campaign). By March 2003, Hoberman was approached by Jason Jones and his arena team integrated back in with the main Warfare multiplayer team and Hoberman made the lead for the entire ''Halo 2'' multiplayer. At this time, the Warfare mode was officially cancelled, and work instead began on creating a series of large maps for the arena multiplayer to add a large-scale element akin to ''Combat Evolved''.{{Ref/Reuse|H2:A}}{{Ref/Reuse|VICE}} | ||
Although the mode was ultimately cut, it was referenced in magazines discussing the game, making mention of "supporting events" such as the ability to call in an air strike.{{Ref/Mag|EDGE|Year=2002|Month=September|Title=Prescreen Focus: Halo 2|Page=46-52|Issue=114}} The mode was intended to support 32 players, though whether this was actually feasible or possible is something Bungie had never explored in-depth.{{Ref/YouTube|9BURsPjNKck|IGN|Ex-Bungie Dev Shares Halo 2 Stories - Podcast Unlocked}} The Warfare mode was still in the menus of the [[Halo 2 Alpha|''Halo 2'' Alpha]], containing a description though was not selectable.{{Ref/YouTube|Id=Vadam|kQffv-MARsc|The Vengeful 'Vadam|Full Analysis of the Halo 2 Private Alpha|Time=427|Detail=7:07}} | Although the mode was ultimately cut, it was referenced in magazines discussing the game, making mention of "supporting events" such as the ability to call in an air strike.{{Ref/Mag|EDGE|Year=2002|Month=September|Title=Prescreen Focus: Halo 2|Page=46-52|Issue=114}} The mode was intended to support 32 players, though whether this was actually feasible or possible is something Bungie had never explored in-depth.{{Ref/YouTube|9BURsPjNKck|IGN|Ex-Bungie Dev Shares Halo 2 Stories - Podcast Unlocked}} The Warfare mode was still in the menus of the [[Halo 2 Alpha|''Halo 2'' Alpha]], containing a description though was not selectable.{{Ref/YouTube|Id=Vadam|kQffv-MARsc|The Vengeful 'Vadam|Full Analysis of the Halo 2 Private Alpha|Time=427|Detail=7:07}} |