Bungie ViDoc: O Brave New World: Difference between revisions
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{{Article Quote|To cap off Bungie's 20th Anniversary festivities, the team has assembled a near hour long documentary covering the studio's past, present, and future. Featuring insight from the team -- including their ever illusive Creative Director, Jason Jones -- and interviews from key industry veterans and luminaries, "O Brave New World" is both a celebration of Bungie's legacy and a love letter to the community of gamers who have embraced Bungie's games for two incredible decades.}} | {{Article Quote|To cap off Bungie's 20th Anniversary festivities, the team has assembled a near hour long documentary covering the studio's past, present, and future. Featuring insight from the team -- including their ever illusive Creative Director, Jason Jones -- and interviews from key industry veterans and luminaries, "O Brave New World" is both a celebration of Bungie's legacy and a love letter to the community of gamers who have embraced Bungie's games for two incredible decades.}} | ||
The '''Bungie ViDoc: ''O Brave New World''''' is the last ''[[Halo]]''-related [[ViDoc]] made by [[Bungie]]. It was released on [[Wikipedia:YouTube|YouTube]] on August 3, [[2011]].<ref>[http://www.youtube.com/watch?v=OtG6--4r_qk '''YouTube''': ''O Brave New World'']</ref> It runs for 55:08, and summarizes Bungie's history, as well as ''Halo''<nowiki>'</nowiki>s creation. | The '''Bungie ViDoc: ''O Brave New World''''' is the last ''[[Halo]]''-related [[ViDoc]] made by [[Bungie]]. It was released on [[Wikipedia:YouTube|YouTube]] on August 3, [[2011]].<ref>[http://www.youtube.com/watch?v=OtG6--4r_qk '''YouTube''': ''O Brave New World'']</ref> It runs for 55:08, and summarizes Bungie's history and future, as well as ''Halo''<nowiki>'</nowiki>s creation. | ||
==Transcript== | ==Transcript== | ||
''The [[Bungie]] logo is presented.'' | ''The [[Bungie]] logo is presented.'' | ||
'''[[Luke Timmins]]''': "In many ways, it's one of the best things that ever happened to Bungie, right?" | *'''[[Luke Timmins]]''': "In many ways, it's one of the best things that ever happened to Bungie, right?" | ||
"What I really like about this whole Bungie relationship with [[Wikipedia: Activision|Activision]] is that I never saw it coming." | *"What I really like about this whole Bungie relationship with [[Wikipedia: Activision|Activision]] is that I never saw it coming." | ||
"The idea that Bungie would make [[Halo series|Halo]] for a million years was inconceivable." | *'''Jerry Holkins''': "The idea that Bungie would make ''[[Halo series|Halo]]'' for a million years was inconceivable." | ||
'''[[Eric Osborne]]''': "In a lot of ways, we're starting over." | *'''[[Eric Osborne]]''': "In a lot of ways, we're starting over." | ||
"I can't wait to see where Bungie is going to take us next. I know it's going to be ambitious, I know it's going to be exciting. I just want find some details on it." | *'''Geoff Keighley''': "I can't wait to see where Bungie is going to take us next. I know it's going to be ambitious, I know it's going to be exciting. I just want find some details on it." | ||
'''Luke Timmins''': Being an underdog, and having something to prove and remembering we're not the top dog any more is a great thing to happen to us. | *'''Luke Timmins''': Being an underdog, and having something to prove and remembering we're not the top dog any more is a great thing to happen to us. | ||
"We're out on our own in the wilderness again and we have to fight to bring every customer along with us." | *'''[[Curtis Creamer]]''': "We're out on our own in the wilderness again and we have to fight to bring every customer along with us." | ||
'''[[Joseph Staten]]''': "We've gone from a totally as sure as a thing can get with Halo, to tackling a challenge which is even bigger than Halo with no real guarantee of success." | *'''[[Joseph Staten]]''': "We've gone from a totally as sure as a thing can get with Halo, to tackling a challenge which is even bigger than ''Halo'' with no real guarantee of success." | ||
'''[[Martin O'Donnell]]''': "There has to be some scare dangling over the edge of the cliff and hope that the world we are weaving will hold us." | *'''[[Martin O'Donnell]]''': "There has to be some scare dangling over the edge of the cliff and hope that the world we are weaving will hold us." | ||
"I love being the underdog!" | *"I love being the underdog!" | ||
'''[[Jason Jones]]''': "It does bring back the early days. We have this great idea and we don't really understand it. Its going to be fun to figure it out." | *'''[[Jason Jones]]''': "It does bring back the early days. We have this great idea and we don't really understand it. Its going to be fun to figure it out." | ||
''A group of pixels form together in a similar way to either [[Wikipedia: Pong|Pong]] or [[#Bungie_Games|Gnop]] which later transfigure into a timeline which moves between 1991, 1992, 1993, 1994, 1995, 1995, 1997/1998, 2001, 2001, 2004, 2007, 2009 and 2010 simultaneously which showing brief snippets of games Bungie developed in those specific years.'' | ''A group of pixels form together in a similar way to either [[Wikipedia: Pong|Pong]] or [[#Bungie_Games|Gnop]] which later transfigure into a timeline which moves between 1991, 1992, 1993, 1994, 1995, 1995, 1997/1998, 2001, 2001, 2004, 2007, 2009 and 2010 simultaneously which showing brief snippets of games Bungie developed in those specific years.'' | ||
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'''O Brave New World''' | '''O Brave New World''' | ||
'''[[Alexander Seropian]]''': "My senior in college was taking an artifical intelligence class, and Jason was in that class. He had a way cooler computer than I did, which really pissed me off. You know, so we just got to talking and tried partnering up." | *'''[[Alexander Seropian]]''': "My senior in college was taking an artifical intelligence class, and Jason was in that class. He had a way cooler computer than I did, which really pissed me off. You know, so we just got to talking and tried partnering up." | ||
'''Martin O'Donnell''': It was clear, right from the get-go that Alex was the business guy, Jason was the creative guy." | *'''Martin O'Donnell''': It was clear, right from the get-go that Alex was the business guy, Jason was the creative guy." | ||
'''Jason Jones''': "I was working on a game and Alex was trying to start a company." | *'''Jason Jones''': "I was working on a game and Alex was trying to start a company." | ||
'''Alexander Seropean''': "So here we are in down town [[Chicago]]. This is the classiest part of town. The original Bungie was not here. For that, we've got to go south. | *'''Alexander Seropean''': "So here we are in down town [[Chicago]]. This is the classiest part of town. The original Bungie was not here. For that, we've got to go south." | ||
"We occupied the second floor, so we got broken into a couple of times." | *"We occupied the second floor, so we got broken into a couple of times." | ||
"There was that crack house behind the building." | *"There was that crack house behind the building." | ||
"I was employee number five. We were in one room... | *'''[[Robert McLees]]''': "I was employee number five. We were in one room... Well, a room and a half. Everybody did did everything." | ||
'''Jason | *'''Jason Jones''': "We ended up with ''Pathways''." | ||
"Pathways into Darkness was our first successful game. It had made a | *"''Pathways into Darkness'' was our first successful game. It had made a profit." | ||
''Gameplay of Pathways is presented.'' | ''Gameplay of Pathways is presented.'' | ||
'''Alexander Seropean''': "Then came Marathon, which was a real big hit for us." | *'''Alexander Seropean''': "Then came ''Marathon'', which was a real big hit for us." | ||
''Marathon gameplay is is presented.'' | ''Marathon gameplay is is presented.'' | ||
'''[[Claude Errera]]''': "Marathon was the first shooter which had verticality to it." | *'''[[Claude Errera]]''': "''Marathon'' was the first shooter which had verticality to it." | ||
"It had that Sci-Fi sensibility. Mac gaming didn't really exist for me before Marathon." | *'''Geoff Keighley''': "It had that Sci-Fi sensibility. Mac gaming didn't really exist for me before ''Marathon''." | ||
'''[[Lorraine McLees]]''': "Marathon made me dizzy!" | *'''[[Lorraine McLees]]''': "''Marathon'' made me dizzy!" | ||
"I remember being amazed at this world that Bungie had created." | *"I remember being amazed at this world that Bungie had created." | ||
"We were bound by the comradery." | *'''Alexander Seropean''': "We were bound by the comradery. It was our lives; 24/7. It was kind of like being in a band." | ||
''' | *'''Martin O'Donnell''': "But the project that we were working on which was called ''Myth'', which I though was really interesting." | ||
''' | *'''Alexander Seropean''': One of the most significant things that we had done with ''Myth'' was we developed it for both the Mac and the PC at the same time." | ||
''' | *'''Geoff Keighley''': "It was interesting how Bungie was able to nail both first-person shooters for the Mac and move to the other big genre which was Strategy games for the PC, and then nail that with Myth." | ||
" | *'''Claude Errera''': "''Myth''<nowiki>'</nowiki>s the first time that Real-time strategy didn't have micro managing built into it." | ||
''' | Myth'' gameplay is presented.'' | ||
''Myth | *'''Mike Krahulik''': "''Myth'' was a revolution. It was an RTS which got rid of all of the bullshit." | ||
" | *'''Lorraine McLees''': "You use the terrain to your advantage. Which isn't something that a lot of games did at the time." | ||
''' | *'''Martin O'Donnell''': "I definitely did not think Bungie would last. It didn't seem like they had a real plan for the future." | ||
''' | *'''Jason Jones''': "We had the advantage twenty years ago of being really stupid. I mean young, but young is stupid. In that mind set, anything is possible. So you just get started and figure out what is hard on the way." | ||
''' | *'''Dave Dunn''': "The first time I meat Jason, he said 'Why are you okay with building environments the way your making environments?', and I said 'Like I have a choice?' and he said 'Yeah, absolutely!'. I was 'Ah, so that is what our culture is about'." | ||
''' | *'''Alexander Seropean''': I think it all starts with the idea that we were our own customer and that anyone else who going to play our games, we were in their shoes." | ||
''' | *'''Dave Dunn''': "A big moment in Bungie, I think one that stands out to me, more than anything elses, is the ''Myth II'' installer bug." | ||
'''Dave Dunn''': "A | *'''Jerry Holkins''': "That installer bug that would remove your computer. You try to uninstall the game, it was just a scorched earth policy, like, 'Well, you don't like ''Myth''? Fuck you!'" | ||
*'''Mike Krahulik''': "'We're taking your machine!'" | |||
*'''Martin O'Donnell''': "There was five hundred thousands units that were boxed, shrink wrapped and everything else." | |||
*'''Dave Dunn''': "Alex decided to do the right thing and recalled all of the copies." | |||
*'''Martin O'Donnell''': "It was just horrible. They had to reprint all the discs." | |||
*'''Dave Dunn''': "Everyone in the office was just stuffing new CDs into boxes of ''Myth II''." | |||
*'''[[Shi Kai Wang]]''': "That caused the company a good chunk of money." | |||
*'''Martin O'Donnell''': "It was at least a million dollars stake." | |||
*'''Dave Dunn''': "A mistep like that is going to put you in some serious jeopardy." | |||
===So Our Game Is Called Halo...=== | |||
''The timeline appears at 2000, with an image of [[John-117]] beside it. It is followed by many footages of ''[[Halo: Combat Evolved]]''. The footage stops as the ''Halo'' logo appears.'' | |||
*'''[[Marcus Lehto]]''': "It started off with just three of us. We were at that time making what we thought was gonna turn out to be a ''Myth''-type clone, with a sci-fi skin on it." | |||
*'''Martin O'Donnell''': "Thy were doing "Blam!", which was the codename for this other game they were working on." | |||
{{Expand-Section}} | {{Expand-Section}} |
Revision as of 06:05, August 5, 2011
The Bungie ViDoc: O Brave New World is the last Halo-related ViDoc made by Bungie. It was released on YouTube on August 3, 2011.[1] It runs for 55:08, and summarizes Bungie's history and future, as well as Halo's creation.
Transcript
The Bungie logo is presented.
- Luke Timmins: "In many ways, it's one of the best things that ever happened to Bungie, right?"
- "What I really like about this whole Bungie relationship with Activision is that I never saw it coming."
- Jerry Holkins: "The idea that Bungie would make Halo for a million years was inconceivable."
- Eric Osborne: "In a lot of ways, we're starting over."
- Geoff Keighley: "I can't wait to see where Bungie is going to take us next. I know it's going to be ambitious, I know it's going to be exciting. I just want find some details on it."
- Luke Timmins: Being an underdog, and having something to prove and remembering we're not the top dog any more is a great thing to happen to us.
- Curtis Creamer: "We're out on our own in the wilderness again and we have to fight to bring every customer along with us."
- Joseph Staten: "We've gone from a totally as sure as a thing can get with Halo, to tackling a challenge which is even bigger than Halo with no real guarantee of success."
- Martin O'Donnell: "There has to be some scare dangling over the edge of the cliff and hope that the world we are weaving will hold us."
- "I love being the underdog!"
- Jason Jones: "It does bring back the early days. We have this great idea and we don't really understand it. Its going to be fun to figure it out."
A group of pixels form together in a similar way to either Pong or Gnop which later transfigure into a timeline which moves between 1991, 1992, 1993, 1994, 1995, 1995, 1997/1998, 2001, 2001, 2004, 2007, 2009 and 2010 simultaneously which showing brief snippets of games Bungie developed in those specific years.
Bungie 20th Anniversary
O Brave New World
- Alexander Seropian: "My senior in college was taking an artifical intelligence class, and Jason was in that class. He had a way cooler computer than I did, which really pissed me off. You know, so we just got to talking and tried partnering up."
- Martin O'Donnell: It was clear, right from the get-go that Alex was the business guy, Jason was the creative guy."
- Jason Jones: "I was working on a game and Alex was trying to start a company."
- Alexander Seropean: "So here we are in down town Chicago. This is the classiest part of town. The original Bungie was not here. For that, we've got to go south."
- "We occupied the second floor, so we got broken into a couple of times."
- "There was that crack house behind the building."
- Robert McLees: "I was employee number five. We were in one room... Well, a room and a half. Everybody did did everything."
- Jason Jones: "We ended up with Pathways."
- "Pathways into Darkness was our first successful game. It had made a profit."
Gameplay of Pathways is presented.
- Alexander Seropean: "Then came Marathon, which was a real big hit for us."
Marathon gameplay is is presented.
- Claude Errera: "Marathon was the first shooter which had verticality to it."
- Geoff Keighley: "It had that Sci-Fi sensibility. Mac gaming didn't really exist for me before Marathon."
- Lorraine McLees: "Marathon made me dizzy!"
- "I remember being amazed at this world that Bungie had created."
- Alexander Seropean: "We were bound by the comradery. It was our lives; 24/7. It was kind of like being in a band."
- Martin O'Donnell: "But the project that we were working on which was called Myth, which I though was really interesting."
- Alexander Seropean: One of the most significant things that we had done with Myth was we developed it for both the Mac and the PC at the same time."
- Geoff Keighley: "It was interesting how Bungie was able to nail both first-person shooters for the Mac and move to the other big genre which was Strategy games for the PC, and then nail that with Myth."
- Claude Errera: "Myth's the first time that Real-time strategy didn't have micro managing built into it."
Myth gameplay is presented.
- Mike Krahulik: "Myth was a revolution. It was an RTS which got rid of all of the bullshit."
- Lorraine McLees: "You use the terrain to your advantage. Which isn't something that a lot of games did at the time."
- Martin O'Donnell: "I definitely did not think Bungie would last. It didn't seem like they had a real plan for the future."
- Jason Jones: "We had the advantage twenty years ago of being really stupid. I mean young, but young is stupid. In that mind set, anything is possible. So you just get started and figure out what is hard on the way."
- Dave Dunn: "The first time I meat Jason, he said 'Why are you okay with building environments the way your making environments?', and I said 'Like I have a choice?' and he said 'Yeah, absolutely!'. I was 'Ah, so that is what our culture is about'."
- Alexander Seropean: I think it all starts with the idea that we were our own customer and that anyone else who going to play our games, we were in their shoes."
- Dave Dunn: "A big moment in Bungie, I think one that stands out to me, more than anything elses, is the Myth II installer bug."
- Jerry Holkins: "That installer bug that would remove your computer. You try to uninstall the game, it was just a scorched earth policy, like, 'Well, you don't like Myth? Fuck you!'"
- Mike Krahulik: "'We're taking your machine!'"
- Martin O'Donnell: "There was five hundred thousands units that were boxed, shrink wrapped and everything else."
- Dave Dunn: "Alex decided to do the right thing and recalled all of the copies."
- Martin O'Donnell: "It was just horrible. They had to reprint all the discs."
- Dave Dunn: "Everyone in the office was just stuffing new CDs into boxes of Myth II."
- Shi Kai Wang: "That caused the company a good chunk of money."
- Martin O'Donnell: "It was at least a million dollars stake."
- Dave Dunn: "A mistep like that is going to put you in some serious jeopardy."
So Our Game Is Called Halo...
The timeline appears at 2000, with an image of John-117 beside it. It is followed by many footages of Halo: Combat Evolved. The footage stops as the Halo logo appears.
- Marcus Lehto: "It started off with just three of us. We were at that time making what we thought was gonna turn out to be a Myth-type clone, with a sci-fi skin on it."
- Martin O'Donnell: "Thy were doing "Blam!", which was the codename for this other game they were working on."