Why I went
Halo is a successful franchise with a loved universe spawning a wide array of products. I am keenly interested in how he made that vision a reality and what tools were used over more than ten years of stewardship.
First Impression
Obviously a popular talk – the speaker engaged well with the attendees from the start.
Notes
Beginning
- The place was more important than the plot
- Creating a believable and engaging setting was the focus
- Mystery and adventure on an infinite horizon
- Concept art captured the feel of Halo
- Feedback: “I don’t know what this game is, but I want to be there right now”
- Do not start with the plot, start with the place
- Master Chief was designed to be
- Simple and iconic – an uncomplicated vessel with not much to dislike
- Essential straight man – a foil to the chaos (and humor) happening around him
- Perfect reflection of power projection
- Fun to play
Middle
- Halo 2 had the best final act that no one saw
- Perfect storm of over design and over reach
Ending
- All good things should come to an end
- Take risks to avoid ruts
- Good structures are built to flex so they can be cut
- Quick to adjust
- In ODST everyone felt connected to the story on the team
- Original idea came from the team (Dan Miller?)
Writing
- Even if you are in a writing role, the entire team are story tellers
- Writer has to be aware that a story change can have huge consequences for the game
- Writing a check is easy, cashing is hard!
- Keep bulleted lists for story problems
- The most important story notes are created for internal use only
- Know the strengths and weaknesses of the team. Work closely with them
- Big canons
- Unwieldy and hard to shoot!
- You are creating collaborators not just fans
- Make safe pockets in canon where they can play
- A sandbox for them to play in and expand complementary parts of the universe. Examples:
- Ilovebees.com
- Red vs. Blue (makes good fun of the craziness!)
- Halo Wars
- A sandbox for them to play in and expand complementary parts of the universe. Examples:
- Tricky… novel “Reach” came first and differs from game “Reach”
- Hollywood
- Build it and they will come
- Do not be offended – they want your *world* not your *words*
- Do not compromise; the film industry need the game industry as much as the game industry needs them
- Even though the film never happened, learned a lot from meeting with Peter Jackson
- Build it and they will come
- Cortana
- Smart women are sexy
- Needed someone who could get under Master Chief’s skin
- Inspiration came from the strong women in the writer’s life
- Other literature
- Speaker read “The Hero’s Journey” in college
- Lessons to be learned
- ODST non-linear journey
- Story over plot
- Story always matters
- Story can be told without dialogue
- Keep the story simple
- Would be great if the world was always there. Lots of stories to tell rather than just one over a dozen hours.
- Mute scale
- Gordon Freeman (Mute)
- Master Chief (Slightly Talkative)
- Duke Nukem (Talkative)
- Writing pipeline
- Touch type (!)
- Software
- Uses OneNote to share ideas across the team
- Final Draft
- Excel (started to not cope with the volume)
- No custom tools he was aware of
- Used bulleted lists
- Halo 3 used something like Robovoice for place holder audio
- Powerful cinematic tools in game
- Own mocap stage
Conclusion
It was a very enjoyable session. I am glad I asked the writing tools pipeline question, as there does seem to be a lack of specialist tools for writers in the games industry.
Tags: gdc, gdc online, notes, tools, writing
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