Fifteen years ago today (at least in North America), Halo: Combat Evolved was released alongside the brand new Xbox console, ushering in a whole new world for the video game industry. Since I am unhealthily obsessed with Halo (have you seen my desperate cry for help Oral History of the Halo 2 E3 2003 Demo?), I decided to attempt as exhaustive a "making of" article as I could. I wanted it to be done for the 15th anniversary. It got away from me
. So I only have part of it done right now (up to January 1st, 2000), but it is nearly 2,500 words and, according to Medium, an 11-minute read. I hope that makes up for it being incomplete. Without further ado, here's part 1 (of an indeterminate number of parts):
The Making of Halo: How Combat Evolved from Blam! Part 1
EDIT: The second and final part is done!
The Making of Halo: How Combat Evolved from Blam! Part 2
and some heretic stole the laptop I started it on
The Making of Halo: How Combat Evolved from Blam! Part 1
In 1997, Bungie was a company in full bloom. They were coming off the blockbuster success (at least for the Mac) of their first person shooter series Marathon. They’d just opened a second studio, in San Jose, California, to work on a third person anime-inspired action game called Oni. The main studio in Chicago was working on another new IP: a medieval real time strategy game named Myth: The Fallen Lords. And, tucked away in a back room, with a small team of just three people (Jason Jones, Robt McClees, and Marcus Lehto) was the beginnings of a project from studio co-founder Jason Jones.
A tone hadn’t yet been nailed down for the project, so the team churned through a multitude of ideas. A helicopter was tried at one point, as was a boat. Multiple kinds of tanks. A truckload of weapons including a machete. The halo had a chunk taken out of it at one point, revealing a frame that looked like train tracks. An earlier build than that didn’t even appear to be set on a halo. There was fauna on the structure, and the player could even ride some of it.
Executive Vice President Peter Tamte, who had just joined the company after a stint working under Steve Jobs at Apple, helped get a prime spot for the public reveal: the keynote address at Apple’s MacWorld New York event, a fitting venue for a company known for their Mac games. There was just one problem: the game didn’t really run on the Mac yet, and MacWorld was only two weeks away. In fact, the first time Jobs saw the game, it was still running on a PC. Bungie hadn’t yet gotten the game working on the Mac’s OpenGL framework.
EDIT: The second and final part is done!
The Making of Halo: How Combat Evolved from Blam! Part 2
In March, at the annual Game Developers Conference, Microsoft finally confirmed the worst kept secret in gaming: they were joining the console market with the Xbox. Bungie was among the developers who made it known that they were interested in the new machine. In an exclusive preview in the May issue of German magazine Gamestar, the idea was floated of porting Halo to the new console. It was yet another in the line of rumored ports, along with the rumored Playstation 2 and Dreamcast ones. Unbeknownst to Gamestar (presumably) and the general public, Bungie had already met with Microsoft in late January. Xbox team members Seamus Blackley and Kevin Bachus had gone on a tour of game publishers to pitch them on the Xbox and a couple Bungie guys had tagged along with their Take Two partners. Co-founders Jason Jones and Alex Seropian sensed an opportunity.
Bungie also used the occasion to reveal that the game would include cooperative multiplayer for the campaign. But the competitive multiplayer side was trickier. Jason Jones had approached Hardy Lebel and Michael Evans, who had just come over from the Oni team, and told them that multiplayer might have to be cut. They protested and offered to take it on, as Jones had hoped they would. While there were two people working full time on it, Bungie couldn’t actually promise that it would even make the game, at least the Xbox version. The studio as a whole was focused on getting the campaign working and up to their standards. Combined with the murkiness of the Xbox’s network capabilities at the time, this kept the competitive multiplayer in limbo.