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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.''
Line 38: Line 38:
'''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... well a room and a half. Everybody did did everything."  
*'''[[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."
*'''Jason Jones''': "We ended up with ''Pathways''."


"Pathways into Darkness was our first successful game. It had made a prophet."
*"''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."


'''Alexander Seropean''': "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."


'''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."


'''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."  


"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."


'''Claude Errera''': "Myth's the first time that Real-time strategy didn't have micro managing built into it."
Myth'' gameplay is presented.''


''Myth gameplay is presented."
*'''Mike Krahulik''': "''Myth'' was a revolution. It was an RTS which got rid of all of the bullshit."


"Myth was a revolution. It was an RTS which got rid of all of the bull *bleep*."
*'''Lorraine McLees''': "You use the terrain to your advantage. Which isn't something that a lot of games did at the time."


'''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."


'''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."


'''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'."


'''Dave Dunn''': "The first time I met 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."


'''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 big moment in Bungie, I think one that stands out to me 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."


{{Expand-Section}}
{{Expand-Section}}

Revision as of 06:05, August 5, 2011

<youtube width="450" height="300">OtG6--4r_qk</youtube>

Template:Article Quote

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."
  • 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."
  • "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."

Template:Expand-Section

Sources