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The most important thing in the world... | |
Posted By: Jman <jman571@gmail.com> | Date: 1/18/07 7:09 p.m. |
In Response To: Re: EDGE Article Now Online! (chargeorge) Wow, where to start? I have to say, and I can only agree with what Wu thought of that article, that it might be the most important thing to come from the mouths of Bungie in recent years. I can see perfectly where Bungie's coming from on this issue. Bridging the fine line between constructive criticism and objective analysis seems to be one of the hardest goals for Bungie. "He also admits that Bungie’s vocal, internal, inter-disciplinary self-analysis can be its own worst enemy sometimes: “The trick is to avoid designing or writing by committee. You have to take what’s best from the input you’re getting and not have it turn into that too many cooks situation." Also though, I found this quote really informative: “one of the best experiences I ever had as an employee,” says Russell – and an example of the side projects that Barnes says “would be defined at other companies as wish-list items, which are at the core of doing cool things for people who play the games”. This just sums up Bungie for me. Taking the time to do things, that other game companies can only put on their "wish-lists", while critiquing to perfection (and sometimes chaos, as in Halo 2's case). These "side-projects" are what Bungie is so good at. Just like Jason Jones said in the Inside Halo 2 Documentry so long ago, "We are the most cynical people, we are the jaded crowd". Bungie are the gamers who put in the cool things because they know the gamers love them. We love Matchmaking, we love the easter eggs, we love the countless lines of dialogue, all things that were put in by Bungie that have become the "core of doing cool things". Sure that "30 seconds of fun" are there as well, but it's a compund, it's a fusion of cool things that make Halo...Halo. In my opinion.... P.S Jaime Griesemer needs to write a phD thesis on game design. His "30 seconds of fun" might be the most important game design principle in the history of videogame production. The more I think about it, the more it makes sense.
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