Rekindling the Intellectual, Spiritual, Creative legacy of Christians in Culture

halo-2-Games are revolutionizing the entertainment world and among game-makers Bungie is the premiere developer of original entertainment IP. One year after the release of Halo 2, the extent of their success was captured on their web site with the phrase. "We're like McDonalds! Billions and billions served." In this episode of The Kindlings Muse we explore the subject: Halo: Games as Interactive Storytelling. In segment one we visit with Marty O’Donnell, award winning composer and AUDIO Director at Bungie Studios. In segment 2 we introduce CJ Cowan, director of cinematics at Bungie Studios and Matthew Koenig of Seattle Pacific University. In segment three we add audience questions from our live audience at Hales Ales Brewery and Pub.

7 Responses

  1. Truly epic stories in games have only developed in the past 10 years – begining with games such as Baldur’s Gat and today much more widespread including first-person shooters such as Halo. As games evolve and more top fantasy and sci-fi authors such as RA Salvator and Orson Scott Card get involved, do you see gaming taking market and mind-share away from movies?

  2. Is anyone doing a normal study of the psychology that underlies Halo play choices? Is anyone addressing the neurological development and/or deficits (mostly age-based?) What drove the design choice to allow players to play in the adversary role, which was a psychologically important choice to offer the players?

  3. Halo and most FPS games typically require good relexes and an ability to visually track – or track by action and movement – with a goal of anticipating a target of opportunity. Hale has an interesting entry layered on the basic required conflict with some basic requirement for tactical thinking….Do the wizards of Bungie forsee games which are first person action but less reliant and quick reflexes? If so, would that not increase the potential market?

  4. While individual skirmishes in a game like Halo may vary, the path through contemporary games is generally predictable. Do you forsee the interactive nature of games tending toward more real time dynamic morphology the basic story and path of the game?

  5. I’m not aware of any psychological studies of Halo, but I’d love to see someone do it. The decision to play as the “Arbiter” was driven by both design and story. It was a somewhat risky point of view change that had both positive and negative consequences. Some players love it, while others hate it. We learned a lot about the interactive experience by doing it.

  6. Rewarding players because of their ability to “twitch” is part of the hard core game market that dominates the FPS genre. I’d love to see Bungie expand that market which probably means increasing the vocabulary of how players interact with the worlds we create.

  7. That’s a puzzle I’d love to see solved. If there are truly different paths and consequences for choices that actually effect the story how do you prevent people from simply playing through all possible outcomes? In which case, the game is just the sum total of all possible experiences and is still a singular experience.

Comments are closed.