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GAMES

FEATURE

065

How is everything recorded? Is there

a central archive that lists things

chronologically? Is the data stored separately

according to a specific game or character?

The Halo Universe Bible, or HUB as we call

it, is a digital asset we can share with staff and

external partners. It’s indexed, searchable and

can be viewed however the user likes. A TV

writer looking for dates can search that way, or

an artist looking for older versions of a game

asset can view by title. It’s very flexible. We also

include the ability for users to add requests and

notes as they use it, so if something is light on

data or simply doesn’t have any fiction yet, the

franchise team can quickly address it.

What’s the process for introducing new lore?

The process can be super organic. We do

plan novels and comic books quite rigidly –

‘Escalation’ (the comic series) being such a

direct companion piece to

Halo 4

and 5 – but

we get the best work by letting smart creators

explore the universe themselves. It could be

something as open ended as saying to Joe

Staten, “Hey, we’d love a story that deals with

recent Elite events because we want to create

a better backdrop for the Arbiter’s faction,” and

Joe comes back and suggests a basic idea and

then we move to outline.

Sometimes a creation is much more tactical

and we create the fiction in parallel with its

intended purpose. But again, something like the

Forerunner Trilogy with Greg

Bear was so big yet so delicate,

it meant constant bouncing of

ideas. We very rarely say “No,”

with the mantra “Yes, but…” being

a cliché, but a valuable one.

And again, the game dominates

these conversations. The game is

the client in some ways.

How does authorisation for

spin-offs/books/TV shows/movies

work? Do they all have to adhere

to the canon? Can you make small

changes, or even change it completely?

First we look to the medium. What

works for that medium is going to define

what makes sense for its story, or rather, what

parts of our universe make sense for that kind

of storytelling. For some things, like

The Fall

of Reach

, it’s a pretty direct adaptation of the

source material with just a few tweaks here

and there. But for a live-action TV show, the

challenge is going to be focusing on the right

areas of the universe that can entice new

viewers while satisfying core fans. That’s a

tricky balance, especially when the source

material is a game with a single protagonist

whose face is never seen. We’re excited

about the possibilities, but nervous about the

challenges that lie ahead. Luckily the expanded

canon gives us lots of characters and scenarios

to explore in parallel. and as you saw with the

first season of Hunt the Truth, you’ll see in the

second season how closely and meaningfully

it connects to the

Halo 5

game story. We think

of Halo as a “real” place and our partners and

collaborators can too.

Is weapon consistency a part of the lore?

How do upgrades fit in?

Taking a big step back – gameplay is king.

This is a game

universe at the end

of the day and things

that work in a game

setting, like running

around holding a

burning skull while your teammates shoot

you with rocket launchers, might not make a

compelling or believable narrative. So bluntly,

we kind of let it slide. We have built a leitmotif

of fiction around our Arena gameplay – that it’s

a simulation with tuneable parameters, but we

avoid shoving that in people’s faces. Sometimes

they just want to have a blast with their buddies

and not worry too much about the military

industrial complex.

When writing lore, is it important to cater for

the future at the same time? Or is that built

in at a later date?

Yes. Future is king. We have to make sure

we’re opening up fertile ground to explore

in later fiction and creating ingredients that

compound our fictional choice and make the

world a more believable one. We avoid painting

ourselves into corners, but we’re also not

afraid to do permanent things. In real

universes, people die, things

change, events have impact.

And so the same has to be

true in our fiction. Things have

to matter or people will stop

caring.

Shield Regeneration:

While its true origins can

be found in the '80s,

Halo:

Combat Evolved

did feature

the concept of shield

regeneration combined

with health packs. By

Halo

2,

regenerating health

became the standard

across most FPS titles.

Intuitive controls:

We take the twin-stick

system used in shooters

for granted, but it was

Halo: CE

that designed the

control mechanics so one

stick is used for moving

and the second stick for

aiming.

Graphics:

First-person

shooter fans were PC-

bound before

Halo: CE

launched with the Xbox.

The quality of the graphics

was breathtaking – the

game established the

blueprint for the modern

FPS genre on console.

Melee weapon:

Before

Halo: CE ,

killing

up close and personal had

never been so, er, personal.

The game also brought the

idea of limited weapons

to the FPS, driving players

to use strategy to decide

which two weapons to

equip.

Multiplayer:

If

Halo: CE

helped to expand the LAN

and the art of dragging

your console around your

mate’s house in a bag to

play, it was

Halo 2

that

redefined multiplayer, with

the help of the burgeoning

Xbox LIVE.

Halo 5: Guardians is out Oct 27

Halo Influenced the Shooter Genre