In a recent interview with Gamasutra, Bungie discussed Halo 3 and several main topics surrounding the development cycle behind the game as well as the data restrictions that a standard DVD may place on games.
When asked about the distribution of the Halo 3 engine, Bungie stated that they don’t see it happening in the near future. Bungie previously shared the Halo 2 engine with outside developers which in turn produced Stubbs The Zombie.
- Gamasutra: Firstly, Halo 3’s engine is key to its success – do you foresee a time when you’ll be licensing this version of the engine out?
Jonty Barnes: I don’t really see that at the forefront of our plans. We’re not a “tools” company, and it takes a lot of commitment to make tools, make them available to everybody else, and support them. Bungie is a creative-led company, and for us, what we’re really driving and striving to do is just make the best game that we can for people.
I think if we were going to throw a lot of our expertise into making the Halo engine something that other people could use, it would distract us from doing what we enjoy, which is creating new games.
Gamasutra: So you do indeed have other projects using the Halo 3 engine, then?
JB: One of the things that we’ve talked about is the Peter Jackson collaborations, and very much we will be building up on this technology for Peter Jackson. We’ve also got some other innovations, and we’re learning a lot from that collaboration, but we’re not really ready to talk about it right now.
When asked about space restrictions, Bungie stated that there was a time that they thought the title wasn’t going to fit on a single DVD but Microsoft Games came in and helped compress the data. The main problem wasn’t the game itself but instead it was the amount of dialogue in ten languages.
- Gamasutra: How about space constraints for data?
JB: I’ll tell you what: We’ve got ten languages, thirty-five thousand lines of dialogue, and that’s a lot to manage…. We fill up the disc. There was a time that we were concerned that we weren’t going to fit on one disc… actually; Microsoft Game Studios helped us out with some of the compression.
Jay Weinland: We have ten spoken languages – English, French, German, Italian, Spanish — that is, Iberian Spanish, European Spanish — Mexican Spanish for the South America region, Brazilian, Portuguese, and Korean, Japanese, and Chinese. There are thirty-five thousand spoken lines of dialogue, in each language, three-hundred and fifty thousand lines total. That’s insane.
You can find the full interview right here.