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Bungie ViDoc: O Brave New World

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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, 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."

"The idea that Bungie would make Halo for a million years was inconceivable."

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."

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."

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."

"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 prophet."

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."

"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."

"We were bound by the comradery."

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."

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."

"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."

"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."

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."

A big moment in Bungie, I think one that stands out to me is the

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