Quote: "It's during that time you're questioning yourself: 'How is this going to work, will it be as I envision it in my head?" says Holmes. For Halo 4, he says there were a few epiphany moments that helped boost the morale of the team. One of the earlier ones that Holmes recalls was when the team completed a small piece of the Halo experience that he described as a "very traditional" Halo. User research showed that people thought it was a lot of fun, and it showed that the team was capable of making a Halo game that was true to what the series was about.
343 scrapped it, Holmes says, as it was too traditional. But that first build showed the new team that this amalgamation of different studio cultures could work together and achieve a common goal.
A year later, 343 had finished the first mission for Halo 4. Later, the team injected the new enemy, the Prometheans, into the encounter space, displaying their new AI behaviors, representing a culmination of a year-and-a-half of iteration. Even later, online multiplayer was in place -- members of the team could play the game against each other from their homes. It was another morale booster, a tangible signifier that things were coming together.
But when I asked Holmes, Wolfkill and O'Connor what the moment was, when that enormous, collective sigh of relief occurred, all of them had the same answer. I had interviewed Wolfkill and O'Connor in person, together. When they replied, they looked at each other and replied simultaneously, "E3."
"At E3, at a purely production level, was the first time we were able to express our intent with what the experience was going to be, and have an entire segment of the team delivering on the experience as opposed to delivering on their pieces of the puzzle," says Wolfkill.
"On an emotional level, it was the first time we showed anything publicly, so it was sort of a validation of all the things we wanted to do, and the team really needed that at that point in the cycle."
At E3, Halo 4 was at last in the hands and in front of the eyes of a large audience, in front of press and in front of fans. Reaction was positive, and Bungie staff at E3 were able to relay the feedback back to the team in Kirkland.
Holmes concurred that E3 was the prime epiphany moment. "You have an idea for this experience, but you're not exactly sure how people are going to react to it. Yes, you're doing user research testing, you're having groups of people come in and play, you're analyzing the results, but those are really just small slices of people at different moments in time.
343 scrapped it, Holmes says, as it was too traditional. But that first build showed the new team that this amalgamation of different studio cultures could work together and achieve a common goal.
A year later, 343 had finished the first mission for Halo 4. Later, the team injected the new enemy, the Prometheans, into the encounter space, displaying their new AI behaviors, representing a culmination of a year-and-a-half of iteration. Even later, online multiplayer was in place -- members of the team could play the game against each other from their homes. It was another morale booster, a tangible signifier that things were coming together.
But when I asked Holmes, Wolfkill and O'Connor what the moment was, when that enormous, collective sigh of relief occurred, all of them had the same answer. I had interviewed Wolfkill and O'Connor in person, together. When they replied, they looked at each other and replied simultaneously, "E3."
"At E3, at a purely production level, was the first time we were able to express our intent with what the experience was going to be, and have an entire segment of the team delivering on the experience as opposed to delivering on their pieces of the puzzle," says Wolfkill.
"On an emotional level, it was the first time we showed anything publicly, so it was sort of a validation of all the things we wanted to do, and the team really needed that at that point in the cycle."
At E3, Halo 4 was at last in the hands and in front of the eyes of a large audience, in front of press and in front of fans. Reaction was positive, and Bungie staff at E3 were able to relay the feedback back to the team in Kirkland.
Holmes concurred that E3 was the prime epiphany moment. "You have an idea for this experience, but you're not exactly sure how people are going to react to it. Yes, you're doing user research testing, you're having groups of people come in and play, you're analyzing the results, but those are really just small slices of people at different moments in time.