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with the best intentions – cleaning up an

unlikely statistic that doesn’t bear scrutiny,

fixing scale on spaceships in cinematics, or

stuff like the date and geography mismatches

between

Halo: Reach

the game, and

The Fall

of Reach

novel. Ultimately the games drive the

story more powerfully than any other aspect,

and their needs have to take precedence.

But now that we have all of our game and

extended fiction under one roof, we can

better avoid inconsistencies, or at least

take responsibility for when spack

filler has to be applied. As the

universe gets bigger and more

complex, there are more areas

for inconsistency and errors to

emerge. So all we can do is

clean it up and put measures

in place – including several

staff devoted to just that – to

prevent it from happening

again at a granular level, and

make smart choices to stop

it from happening at a higher,

planning level.

visit

stack.net.au

FEATURE

GAMES

Frank O'Connor is the man in charge of all things Halo lore related at 343 Industries.

We pulled him out of the archives and threw some questions at him.

What was involved in changing/discussing

lore when the development shifted from

Bungie to 343 Industries?

 One of the last things I did as a Bungie

employee was to finish collating and wrapping

up some story bible assets and requests for

Bonnie Ross, who had been charged with

handling the transition. One of the things that

really excited me, and perhaps was the seed of

why I ended up [moving to] 343, was Bonnie’s

passion for the story.

 She knew the bible was kind of a

hodgepodge of ideas that had and hadn’t

made it into the games and lore, but she was

determined to make it a foundation on which

future Halo games and stories could be built.

So her original idea was to expand and enhance

what we already had. In the end, the hand-off

spanned the development of

ODST

and

Halo:

Reach,

so the material was growing even as

the baton was being passed to Bonnie. And

when I decided to follow that baton, I took

the opportunity to build

the bible and its content

into something much more

fundamental. Thanks to

Corrine Robinson, Jeremy

Patenaude and the franchise

squad, what once was a big

pile of paper and printouts is now a digital,

navigable reference guide to everything in the

Halo universe, with links to the associated

game assets, music, 3D, cross-references – you

name it.  

Has there ever been an occasion when

you’ve been caught out in terms of lore?

Inconsistencies?What happens then?

 Yes. It happens all the time. Sometimes

The

Lore

Makers

The Number of Halo Units

Sold as of July 2015

• Halo: Combat Evolved -

6.43 million

• Halo 2 -

8.49 million

• Halo 3 -

12.04 million

• Halo 4 -

9.49 million

064

jbhifi.com.au

OCTOBER

2015