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The '''''[[ViDoc|Halo 3: ODST]]'' : Terra Incognita''' focuses on the development of the game. The title is Latin and translates to "Unknown Land" (more literally "Earth Unknown") likely in reference to the game developers and how they entered unfamiliar territory in their development of ''Halo 3: ODST''. <div class="floatright"><youtube height="250" width="300">NwSLTUraCHk</youtube></div><ref>http://www.bungie.net/News/content.aspx?type=topnews&link=ODSTViDoc3</ref> | |||
==Transcript== | |||
'''0:12 - [[Curtis Creamer]]: '''There was this great idea that we could get, you know, like maybe a two/three hour sort of mini-campaign. | '''0:12 - [[Curtis Creamer]]: '''There was this great idea that we could get, you know, like maybe a two/three hour sort of mini-campaign. | ||
'''0:19 - [[Jay Weinland]]:''' Well that was the original plan. Not quite what happened, but, since we pretty much ended up making a full game. | '''0:19 - [[Jay Weinland]]:''' Well that was the original plan. Not quite what happened, but, since we pretty much ended up making a full game. | ||
'''0:27 - [[Michael Wu]]: '''The game gets more and more abitious, and then next thing you know it's not like anything you've ever worked on before. | '''0:27 - [[Michael Wu]]:''' The game gets more and more abitious, and then next thing you know it's not like anything you've ever worked on before. | ||
'''0:34 - [[Joseph Staten]]: '''We knew we wanted to keep what was great, that people loved about the Halo experience, that 30 seconds of fun, over and over again. We knew we had to preserve that, but at the same time give it an ODST spin. | '''0:34 - [[Joseph Staten]]:''' We knew we wanted to keep what was great, that people loved about the Halo experience, that 30 seconds of fun, over and over again. We knew we had to preserve that, but at the same time give it an ODST spin. | ||
'''0:46 - [[Paul Bertone|Paul Bertone Jr.]]:''' We wanted to try something that we'd never done before, and I think that means breaking the mold of what people expect from Halo. | '''0:46 - [[Paul Bertone|Paul Bertone Jr.]]:''' We wanted to try something that we'd never done before, and I think that means breaking the mold of what people expect from Halo. | ||
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'''1:02 - Curtis Creamer:''' One of the great challenges that we had with ODST was, since we didn't want to be traveling all across the universe in this gigantic space opera, we wanted to really focus on one place. | '''1:02 - Curtis Creamer:''' One of the great challenges that we had with ODST was, since we didn't want to be traveling all across the universe in this gigantic space opera, we wanted to really focus on one place. | ||
'''1:13 - Paul Bertone Jr.: '''[[Mombasa Streets (Level)|The Hub]] was the single most technical thing that we've ever accomplished in the Halo engine. | '''1:13 - Paul Bertone Jr.:''' [[Mombasa Streets (Level)|The Hub]] was the single most technical thing that we've ever accomplished in the Halo engine. | ||
'''1:20 - Curtis Creamer: '''There was a lot of work done to try to come up with smart ways that we could build the city. It's definitely the biggest environment that we've, that we've made in any Halo game. | '''1:20 - Curtis Creamer:''' There was a lot of work done to try to come up with smart ways that we could build the city. It's definitely the biggest environment that we've, that we've made in any Halo game. | ||
'''1:30 - Paul Bertone Jr.:''' We spent a lot of time trying to figure out how can we, how can we maximize the space without uh, freaking out all the artists. And I think we figured out how to maximize the space really well, and I don't think we ever figured out that second part too well. (laughs) | '''1:30 - Paul Bertone Jr.:''' We spent a lot of time trying to figure out how can we, how can we maximize the space without uh, freaking out all the artists. And I think we figured out how to maximize the space really well, and I don't think we ever figured out that second part too well. (laughs) | ||
'''1:47 - Blake Low: '''We want the player to have this open, visceral sort of 'you're in the city' experience. We started experimenting, playing with elevation, playing with building shapes. | '''1:47 - Blake Low:''' We want the player to have this open, visceral sort of 'you're in the city' experience. We started experimenting, playing with elevation, playing with building shapes. | ||
'''1:57 - [[Samuel Jones]]:''' It's a city that you actually completely walk through. Each [[Wikipedia:Binary space partitioning|BSP]] is directly alongside the other BSP. You walk through the door and go into the other BSP. The road structure is not straight, it's diagonal; it's also multi-layered. I don't think we realized how big the city would get. | '''1:57 - [[Samuel Jones]]:''' It's a city that you actually completely walk through. Each [[Wikipedia:Binary space partitioning|BSP]] is directly alongside the other BSP. You walk through the door and go into the other BSP. The road structure is not straight, it's diagonal; it's also multi-layered. I don't think we realized how big the city would get. | ||
'''2:18 - Alex Pfeiffer: '''We basically had to build very specific tech, that would give the AI the right type of behavior. We had the technology, we called it squad patrol. No matter where you were inside the Hub there would always be a certain amount of noise, a certain amount of enemy presence there that we ratchet up and ratchet down depending on what we needed it to do. | '''2:18 - Alex Pfeiffer:''' We basically had to build very specific tech, that would give the AI the right type of behavior. We had the technology, we called it squad patrol. No matter where you were inside the Hub there would always be a certain amount of noise, a certain amount of enemy presence there that we ratchet up and ratchet down depending on what we needed it to do. | ||
'''2:43 - [[Justin Hayward]]:''' We needed to have this dark, moody city, without making it unplayable. | '''2:43 - [[Justin Hayward]]:''' We needed to have this dark, moody city, without making it unplayable. | ||
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'''3:03 - Blake Low:''' We want people to explore the city. We want people to find this, you know this kind of hidden little sub-story. | '''3:03 - Blake Low:''' We want people to explore the city. We want people to find this, you know this kind of hidden little sub-story. | ||
'''3:11 - Joseph Staten: '''What if the phones rang? | '''3:11 - Joseph Staten:''' What if the phones rang? | ||
'''3:15 - Martin O'Donnell:''' You're alone, you're in the city, you're trying to unravel a mystery, that's the feeling you have every time you're the Rookie. | '''3:15 - Martin O'Donnell:''' You're alone, you're in the city, you're trying to unravel a mystery, that's the feeling you have every time you're the Rookie. | ||
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'''4:41 - Michael Wu:''' But it also had the advantage of really showcasing depth of our scenes. Put on VISR mode and then the whole environment reveals its secrets to you. | '''4:41 - Michael Wu:''' But it also had the advantage of really showcasing depth of our scenes. Put on VISR mode and then the whole environment reveals its secrets to you. | ||
'''4:55 - Joseph Staten: '''You know what sucks about big cities? You can get lost really quick. And that's where we came up with ideas for the VISR database, where you have a great map of the city that not only shows you where you are, but allows you to choose where you want to go. | '''4:55 - Joseph Staten:''' You know what sucks about big cities? You can get lost really quick. And that's where we came up with ideas for the VISR database, where you have a great map of the city that not only shows you where you are, but allows you to choose where you want to go. | ||
'''5:09 - Paul Bertone Jr.:''' If you don't have that tool to help you navigate the city, you're never gonna find the high-action flashback scenes which we were banking on to be the core fun of the game. It's a very simple idea. It was an amazing struggle to get there. | '''5:09 - Paul Bertone Jr.:''' If you don't have that tool to help you navigate the city, you're never gonna find the high-action flashback scenes which we were banking on to be the core fun of the game. It's a very simple idea. It was an amazing struggle to get there. | ||
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'''5:53 - Lars Bakken:''' And ODST feels very different because when you start taking fire you can't just continually keep kicking ass. You have to actually look for cover because you don't have a motion tracker like the Chief. | '''5:53 - Lars Bakken:''' And ODST feels very different because when you start taking fire you can't just continually keep kicking ass. You have to actually look for cover because you don't have a motion tracker like the Chief. | ||
'''6:11 - Paul Bertone Jr.: '''Bringing back the health was something that was born out of a discussion about how can we add a long-term level of tension to the game. | '''6:11 - Paul Bertone Jr.:''' Bringing back the health was something that was born out of a discussion about how can we add a long-term level of tension to the game. | ||
'''6:22 - Joseph Staten:''' For us health is important in the ODST's world, because it reminds you that you're vulnerable. | '''6:22 - Joseph Staten:''' For us health is important in the ODST's world, because it reminds you that you're vulnerable. | ||
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'''7:41 - Dutch:''' There's a [[Covenant]] [[Phantom|dropship]] behind us, they must know this is our rally point. | '''7:41 - Dutch:''' There's a [[Covenant]] [[Phantom|dropship]] behind us, they must know this is our rally point. | ||
'''7:43 - Dutch: '''Where the heck did these [[Yanme'e|buggers]] come from? | '''7:43 - Dutch:''' Where the heck did these [[Yanme'e|buggers]] come from? | ||
'''7:46 - [[Mickey]]: '''Underground tunnels are filled with the damn things! | '''7:46 - [[Mickey]]:''' Underground tunnels are filled with the damn things! | ||
'''7:48 - Dutch:''' We got ammo and weapons on the high ground. Move it, move it! | '''7:48 - Dutch:''' We got ammo and weapons on the high ground. Move it, move it! | ||
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''{PREPARE TO DROP 09.22.09} '' | ''{PREPARE TO DROP 09.22.09} '' | ||
== Sources == | ==Sources== | ||
<references/> | <references/> | ||
{{ViDoc}} | |||
[[Category:Halo 3: ODST]] | [[Category:Halo 3: ODST]] | ||
[[Category:Video Documentaries]] | [[Category:Video Documentaries]] | ||
[[Category:The Real World]] | [[Category:The Real World]] |