Whether you prefer vistas or ordnance, where Halo may go from here feels at once predictable and expansive; think of these stories as a patchwork roadmap from a number of people who lived it, replete with detours and roughly sketched paths, all in pursuit of answering that question.
What follows across the three parts of our exclusive oral history are direct accounts from the people who made Halo, in its many and varied guises, since the 2001 debut of Combat Evolved. You will be reading:
Ed Fries
Former Head of Microsoft Game Studios, Fries oversaw the entire development slate for Xbox, and was instrumental in the company acquiring Bungie, among other studios. A lifelong programmer and tinkerer, Fries also is also the creator of Halo 2600.
Stuart Moulder
Then the general manager of Microsoft Game Studios, Moulder played a key role, along with Fries, in the acquisition, management and support of in-house developers like Bungie, shaping the Xbox platform as a whole.
Jaime Griesemer (Halo series mission design)
They were looking at Myth and thinking it would have done better if it were sci-fi, and looking at StarCraft and thinking that would be better without all the resource management. And Bungie had always invested a lot in its engine technology, simulating things, and relying more on the physics to provide the gameplay. So they wanted to one-up all the sci-fi RTS games, and have vehicles that really moved like vehicles, and terrain that really mattered because it was 3D.
Marcus Lehto
I was hired to provide more of a creative vision. Jason at that time was hands-on programming every day, all day, so it was really fun for me, problem solving through those initial steps. Then we brought on a few more folks and began building a real, playable prototype. It was a top-down, lots-of-units-on-the-ground kind of game.
Max Hoberman
I thought it was a good idea for Bungie to diversify. You know, changing up the product range a little bit and not putting all their eggs in the strategy basket. I had an enormous amount of trust in Jason, and didn't question his design and development decisions.
Jaime Griesemer
The team was eight or nine people when I joined, mostly working on the engine front. The first thing that I worked on was multiplayer, so some of what I did was weapons. You know, making a shotgun and sniper rifle and hitting all the fundamental shooter components.
Peter Tamte
Right away I got thrown right into the thick of things. Another thing that I did right after joining Bungie was call my old boss at Apple and asked him to be the one basically to introduce Halo to the world. That was Steve.
Peter Tamte
Steve was always the type who could recognize something that had the potential to change the world. He was good at that. After he saw it, that was it. And just a few weeks later Jason would be on stage to show the world the first glimpse of Halo.
Peter Tamte
I think what made Halo such a successful game was evident in that initial demonstration, this feeling of adventure and exploration within a very interesting world and the freedom to go anywhere. And after it was introduced at Macworld by Steve, it just exploded. I always tell people Halo was one of the five most anticipated games on three different continents, before we had spent one dollar on advertising.
Peter Tamte
In January of 2000, Take-Two had invited two of their leading developers to attend a meeting with Microsoft in New York, to show off this new game console that they were building. So it was me and Alex, with Sam Houser and Terry Donovan from Rockstar, and at dinner that night we started talking with the Microsoft team about their plans for game support to launch the Xbox.
Stuart Moulder (then general manager, Microsoft Game Studios)
First-person shooters were generally tunnel-based back then, kind of claustrophobic experiences. And that Halo was outside in this alien landscape, it had a sense of galactic scale that was really amazing to see, even in that really nascent stage.
Stuart Moulder
It essentially buffers your movements, so that you get the movement you wanted, not necessarily the one you were making. Which gives you a really controlled, precise experience, beyond what your thumb could actually give you, unassisted.
Max Hoberman
Alex and Jason did a really good job spinning the buyout internally as an amazing opportunity that could help shape the future of this brand-new console. The best way to do that, and the only way to do that effectively, was to do it right next to the team building the console.
Paul Bertone
Scchhluupp. That sucking sound. Marty used to walk around the office all the time, just driving his coffee cup around, making that sound as different people got sucked into the Halo team. He loved doing that.
Jaime Griesemer
The big thing that we were worried about was what had happened with (MechWarrior developers) FASA, the studio that Microsoft bought before us. That was another Chicago company, and we knew a bunch of those guys. Microsoft brought them all over, split them up amongst a bunch of internal teams, fired a bunch of key people and basically destroyed the entire studio, the IP and everything.
Jaime Griesemer
Cortana came along well before Microsoft. That was another totally crazy thing. Marathon had this AI named Durandal, which is a famous literary French sword. When we decided on a similar AI in Halo, we looked at that idea again.
Max Hoberman
The original plans for multiplayer, pre-Microsoft even, were always to do something less head-to-head and more arena-based. On Halo the team just ran out of time and ended up shoehorning it in. It was never really by design, the way it worked. It was just a scramble to get something done.
Marcus Lehto
Jason had a difficult time separating work from external life during the making of Halo. It consumed him in a way that ultimately hurt him physically, too. He was not well when we eventually began making Halo 2.
Marcus Lehto
Halo 2 was now time to really spread our wings and do some cool stuff with the engine. We were exploring different avenues there, and the story was going off in different directions.
Finally we talked through what was interesting about that idea. I think what Jason really cared about was, at some point, that the superhuman Master Chief had all his tools taken away from him, and then faced an even bigger challenge. And that became, for better or worse, the Master Chief being pulled away by the Gravemind and set on a different path.
Jaime Griesemer
I think the first conversation I had about Halo 2 was with Joe about story ideas. That was when the idea of playing as the Dervish, later called the Arbiter, first came up, to see the Covenant from another side.
Joe Staten
It was like, what if you are the guy who lost the Halo ring? What if you were the guy whose butt was on the line for protecting the most valuable religious object in the entire world, and you blew it? That seems like a pretty interesting story, and one we should tell.
Marcus Lehto
As with the first game, with Halo 2, Jason really burned out. Roles started to get a little bit blurred and there was a lot more tension among folks like myself and Joe, Paul, Jaime and Marty.
Joe Staten
The cinematics and audio team was in a different part of the office to the core development team. So we just weren't privy to all the conversations that went on in those pods every day.
Jaime Griesemer
There was a lot of new lore and story stuff that had to get generated to show the Covenant from the other side. We committed to a bunch of content that the story required, but we couldn't produce enough of it while trying to make everything else look better. Also we implemented (the physics engine) Havok in Halo 2, so everything about how the vehicles worked changed, everything about projectiles worked changed, everything about how you built the environment changed. That was a huge technical hurdle.
Things just changed after he left. All of a sudden you had this whole group of people who had to figure out how to work together, and all these problems that Alex had been solving. A lot more politics started blooming at that point.
Max Hoberman
Doing multiplayer was the most productive, intense period of my life up to that point. I was just a machine. I had one environment artist who doubled as a level designer and I eventually got permission to hire one additional environment artist, but I had to do the hands-on work outside of the other guys, helping on levels.
Paul Bertone
I became mission design lead. We basically started a complete redesign of the campaign about a year and a half in, a very silly Herculean effort. A lot of people sacrificed themselves in ways that you should never have to for your job.
And it all lived on the boards. There was no paper, no digital documentation. Because we were working so fast we needed to be able to just stand in front of this essentially live document. If it got erased, it was gone forever. We took a lot of pictures on old-school digital cameras, because we didn't have picture phones at the time.
Paul Bertone
We got the first couple missions down as templates, with all the information that we needed to see. Then other people started trickling in, like Marcus and the other mission designers. It was so much work, so the other designers were brought in, and we all worked on it together.
Ed Fries
I'm probably the only one who would tell you this, but after launch everyone embraced Halo to such an extent it was actually a problem. Once the whole success of a platform rests on one game, that game has to be there.