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TVTranscript
00:01They started out small.
00:04And they were both literally making games in a basement in Chicago.
00:08Gained a dedicated following.
00:10Mac PC. And it was political.
00:12It was Bill Gates versus Steve Jobs.
00:14It was all of that stuff. It was good versus evil for some Mac fans.
00:19Created a lineup of legendary games.
00:21I think it really hit the limelight with Marathon.
00:25People love that they love the way it looked.
00:28I don't think Xbox will be as big as it is without Halo.
00:32And took on a giant.
00:35They're building the biggest cannon in the world and they're pointing it at Sony.
00:40Icons presents the history of Bungie.
01:04In 1972, Pong brings gaming to the masses.
01:0920 years later, the classic game is revitalized by a college student, Alex Seropian.
01:18It was a Macintosh version of Pong, originally titled Knop, which was just Pong backwards.
01:24It was those kind of sophisticated days of software development.
01:28While Knop doesn't shake the foundations of gaming, it marks the first appearance of a company called Bungie.
01:34I decided that I really wanted to have my own business.
01:38I had done a lot of programming. I was really into games.
01:40So I thought, well, gee, this sounds like a great idea.
01:42I'll try to make a game and sell it.
01:43President Bush says the Soviet proposal to end the war is unacceptable.
01:46The next thing was a much more ambitious project called Operation Desert Storm.
01:50It was a pretty cool strategy game.
01:54I actually finished it.
01:56Raised some money from my parents and their friends by 10 grand.
02:00Made a box, duplicated all the discs myself, started selling it.
02:04Operation Desert Storm sells only about 2,500 copies.
02:08But Alex soon needs a classmate named Jason Jones, who shares his passion for gaming.
02:13After I had done Desert Storm, we were in an AI class together.
02:18Jason and Alex were both working on separate projects.
02:22Jason has a lot of the creative and technical experience and talents.
02:28And Alex was pretty savvy with the business and marketing side.
02:32Jason was working on Minotaur.
02:34As soon as I saw it, I was like, oh, dude, that is cool.
02:40But he didn't really want to finish it.
02:41And I don't know that he really thought about selling it.
02:45But I kind of just kept talking about it.
02:46And eventually I convinced him that we could actually sell it.
02:50So we did that together.
02:51They were literally making games in a basement in Chicago.
02:54Programming and designing and doing everything themselves.
02:56The sound, the scripts, even the packaging.
02:59After Minotaur, we did a game called Pathways into Darkness.
03:04Which was an adventure game.
03:07It was a single player game.
03:09It was the first 3D texture map game on a Mac.
03:13And that was the first project that sort of met with commercial success.
03:19I was in my basement apartment.
03:20I was riding my exercise bike, sweating up a storm.
03:23Stressed out, of course.
03:25And fax machine rings.
03:26And I look over and I see this fax coming.
03:28It's like a $40,000 order.
03:30It was like way bigger than any order we'd ever gotten before.
03:32And I'm looking at it come through the fax machine.
03:34And I like jump off the bike, come dance around the room.
03:37That made us enough money that we could start paying a few people.
03:41That's when we got a real office.
03:43Bungie sets up shop in Chicago in 1993.
03:46And their office space isn't the only thing they expand.
03:49For their next game, they plan to reach an even bigger audience.
03:53Jason and I were talking about why aren't we picking the low hanging fruit?
03:56You know, we shouldn't give anybody a reason not to buy our game.
04:00Like there's no reason to make something less accessible.
04:06Marathon was really a great answer to that.
04:09Marathon really established a world with mood and atmosphere.
04:14It really gave you a sense that you were participating in this adventure.
04:20It really used the first person perspective to tell a story and to engage you in a world.
04:26I don't think we really knew how important that play was going to be
04:30until we set that up and took it to Macworld and let people just walk up and play it.
04:35And there were just lines on the machines.
04:37People just wanted to play it because it was so fun.
04:40The company really hit the limelight with Marathon.
04:43This was around the Doom period and this was the Mac alternative to PC's Doom.
04:47And in a way, it was a more sophisticated game.
04:49Marathon was successful on a lot of levels.
04:51It did sell a lot of units.
04:54We did three versions of Marathon on the Mac.
04:58And a version of Marathon on PC.
05:01The Marathon games propel Bungie to superstar status in the Macworld.
05:06Now the Chicago-based company will set their sights on a new market.
05:09But this change in direction will also lead to division among their most dedicated bands.
05:24By 1994, Bungie has established itself as a premiere game developer for the Macintosh.
05:30But if the company wants to continue to grow, they'll have to expand their reach.
05:34One of the first steps to porting Marathon 2 to the PC in September 1996.
05:40But Bungie's wider focus comes with some consequences.
05:44The closest thing to a console rivalry that you can see in the PC space would be Mac PC.
05:50And it was political.
05:51It was Bill Gates versus Steve Jobs.
05:53It was all of that stuff.
05:54It was good versus evil for some Mac fans.
05:56Mac fans were a very protective bunch.
05:58And here they were with a game, you know, with Marathon and Durandal that were theirs.
06:05Perhaps the first betrayal of Mac fans was making Marathon for the PC.
06:10And they were fuming.
06:11I think the feeling is that if Bungie starts moving into the PC side,
06:15that they might actually start selling a bunch of copies and then realizing that that's where the money is potentially
06:20never come back.
06:21We were growing business and there was demand for the game.
06:23And we didn't hate PC owners and we didn't hate the PC market.
06:26We were business and we made a PC game.
06:31Bungie shifts even further into the PC camp with their newest game, Myth.
06:35Myth was Bungie's first simultaneous Mac and PC release.
06:39Yesterday our Legion entered the village of Crowsbridge and halted there for the night.
06:43Well, the game was beautiful.
06:45It still is, but at the time it was just gorgeous.
06:49The water and the hills and the big bloody bits that would go flying with every explosion.
06:58It was really compelling from a visual standpoint.
07:01Myth was a chance to do something different.
07:05Bungie decided to move on to real-time strategy instead of just doing another first-person shooter
07:10because Jason was tired of working on first-person shooters.
07:13There were strategy games that were coming out that were pretty popular,
07:17like Warcraft and Command & Conquer.
07:20But we kind of looked at what they were doing and turned around and looked the other direction.
07:34There was a lot that we did with Myth that made it different.
07:37Made it 3D.
07:39It almost had a sense of humor to it.
07:41The bridge is being attacked. Let's get out of here.
07:43Woo! Yay!
07:45Myth did great on the PC and I think it stopped us being this Mac developer.
07:49Myth just kind of swept away the divisions between the systems and people's minds.
07:52The success of Myth gives Bungie the chance to expand once again.
07:59They change offices in Chicago and open a new branch in San Jose to work on other projects.
08:04This facility is involved in the manufacture of illegal technology.
08:08Then the Chicago office faces one of Bungie's first great challenges.
08:13Bungie has certainly had its share of trials and tribulations.
08:16Welcome to Myth 2, Soul Blight.
08:19Do what you're told and you might live to tell about it.
08:22Working on Myth 2 was one of the big trials.
08:24Click on the target dummies to blow them up.
08:26We ended up having to recall Myth 2 because of a bug.
08:29No, no, no, no, no.
08:31Blow up the target dummies!
08:33Essentially, when you would uninstall the game, it would wipe the directory that you had installed it to.
08:39If you installed the game to the root level of your hard drive and then uninstalled it, it would proceed
08:44to actually wipe your entire hard drive.
08:47Casualty.
08:48It was a bad bug.
08:50Fortunately, we caught it just days before the game was supposed to be on store shelves.
08:53Please don't harm the peasants.
08:55Just that one action of not wanting our customers to have their hard drive erase cost Bungie about a million
09:00dollars.
09:01Boom!
09:03That'll teach them.
09:04Being a small independent publisher, that was a lot of money.
09:07We ended up selling a small stake in the company to take two, actually, just in order to get development
09:12capital.
09:13And from that point on, there was always sort of this knowledge that we weren't invincible, that, you know, we
09:19could make mistakes.
09:20The near disaster teaches Bungie a valuable lesson, which will affect a key decision in their future.
09:36Run for your life!
09:37While the Chicago branch of Bungie releases Myth 2 in 1998, their San Jose branch takes Bungie in another direction
09:45with Oni.
09:47Oni was our first project out of Bungie Studios West, and it was a console game.
09:52It was a fast-paced action, shoot them off with some platforming elements and some adventure elements.
09:58I want some answers, and I want them now!
10:01There are a lot of really sophisticated and compelling experiences on Oni when you look at the second-second combat
10:07that you're fighting.
10:09Oni was received fairly well critically, but a lot of gamers were disappointed because they felt that they were expecting
10:15a very different game.
10:17As the Bungie offices work on Myth 2 and Oni, a third project is quietly being developed by a small
10:23group of programmers.
10:25Blam was the code name for that project or the team at the time, sometimes called them Monkey Nuts.
10:30But gamers will know the game as Halo.
10:32The initial idea was to do a strategy-type game like Myth, fully 3D, in a different genre, like sci
10:41-fi or military.
10:43And the first demo for that was the Rolling Hills, but with a whole ton of dudes running around all
10:48in 3D.
10:48They upgraded the terrain engine, got a little foot soldier who was actually a 3D model instead of a sprite,
10:56had him running around, and they realized they were having so much fun running this little guy around that maybe
11:00what they really wanted to do was an action game where you were that guy instead of a strategy game.
11:05When you're in third person, you're manipulating an avatar. When you're in first person, you're performing the action yourself.
11:13We want to tell this epic story, make the player feel like they're immersed in the environment.
11:19When Halo was actually announced, I think it was at Tokyo Mac World, it was announced as part of Dry
11:24Fruit. The Mac is a gaming platform.
11:26That's when we started getting a lot of attention. One of the companies paying attention is Microsoft.
11:32Alex Serupian came to Bungie West and sat down with everybody and said, listen, there's this thing called the Xbox
11:38that we think is going to be really interesting.
11:39Microsoft is essentially gearing up to take on Sony PlayStation 2. They want to go after them.
11:44I think the phrase he said is, they're building the biggest cannon in the world and they're pointing it at
11:48Sony.
11:49Jason and I have been talking and we think that we can help them build a great machine.
11:54Once we got back from E3, Jason and Alex held a few meetings where they told us Microsoft's looking to
12:00acquire us, but we're not going to do anything unless we're all willing to do it.
12:05They had to make sure that the entire team was willing to leap off the cliff with them into this
12:09totally new territory.
12:10As it turned out, pretty much the entire development team decided to make the jump and move out to Seattle.
12:17Microsoft purchases Bungie in 2000 for an undisclosed sum.
12:21While the team settles into their new home, they face heavy backlash from some of their fans.
12:26Particularly the Macintosh community. People who work with Macintoshes tend to be, you know, at the time, very fiercely proud.
12:32But they really perceived it as a betrayal in every way. It's just business and we wanted to make the
12:36best game on the best platform.
12:38Undeterred by the criticism they face, Bungie focuses on turning Halo into a game for Xbox.
12:44Up to that point, of course, it was a PC game and, you know, a Mac game even before that.
12:48But as soon as we knew we were going to be on the Xbox, we kind of rewrote everything from
12:51scratch.
12:57Some of the real important things were spending a lot of time figuring out what the interface is going to
13:01be like.
13:01Because no longer are you sitting five inches from the screen with a keyboard and a mouse, which is a
13:05direct pointing device.
13:05Now you're sitting ten feet from the screen with this console controller.
13:09That is one of the things that I think really makes Halo work is the interface, the controls.
13:12Well, I think there was a lot of skepticism around Halo and the Xbox console, but I think that in
13:19many ways the skepticism was well placed.
13:21It's a first-person shooter. It's a team that has never produced a console game before in any real way.
13:27Halo is shown in playable form on the Xbox at E3 in 2001, but the game is rough and the
13:33public reaction is mixed.
13:35A lot of working pieces about Xbox showing at E3 could have been a lot better.
13:39There's nothing we can do.
13:40Some of it was that the hardware wasn't ready.
13:43There are different expectations set upon a console game than a PC game.
13:47The E3 version of the game is slow and buggy.
13:49This thing is falling apart.
13:51It'll hold.
13:52We're not gonna make it.
13:53We'll make it.
13:54And gamers wonder if Halo is just hype.
13:57But Bungie proves them wrong.
13:59Halo is released on November 15th, 2001, and it takes the gaming world by storm.
14:08So when Halo arrived, we didn't even know if the console was gonna be successful.
14:12We didn't even know if the ground we were standing on was gonna be there the next day.
14:15But the console took off, the game took off.
14:19I don't think Xbox will be as big as it is with Halo.
14:22Xbox has been successful.
14:24I mean, 14 million units and many millions of different types of games.
14:28Halo is pretty much at the center.
14:34I wanted to make sure we had great music that came in when music was needed.
14:39And when music wasn't needed, that there was a totally convincing, realistic, or even surrealistic ambient and sound design supporting
14:48the whole thing.
14:50The single player game was really incredible.
14:52I knew that people were gonna fall in love with it.
14:55The epic nature of the whole thing.
14:58It's a beautiful game and it's a lot of fun.
15:01People would get together and they would play the game with their friends and they'd develop and build rivalries with
15:06real people.
15:07Halo becomes a nationwide phenomenon.
15:10It sells 10 million units in only eight months and is adopted by the World Cyber Games.
15:16Professional gamers play it for cash prizes and it becomes the must-have Xbox game.
15:25But just as Bungie is riding high on their success, they go through yet another big change.
15:40The 2001 release of Halo on the Xbox is a resounding success.
15:45But while Bungie celebrates, Alex Sarovian decides to leave the company he helped create.
15:51Well, I did want to go back home to Chicago and Bungie had done great stuff.
15:57Halo had been really successful and the team was really nicely set up at Microsoft.
16:00I had a lot of respect from the people around us at Microsoft.
16:04The team was able to and is able to do anything.
16:09They were in a really good place.
16:11I felt as though I could go back home and they would do really well.
16:15And I think they're doing great.
16:18Sarovian will go on to form wide-load games.
16:22Meanwhile, Bungie starts work on Halo 2.
16:25Halo 1 was essentially a nine-month crunch.
16:28And so everybody was exhausted and kind of scattered all across the world.
16:35And then came back a month or two later to talk about what we were going to do next.
16:39Hiya. Welcome to Bungie Studios.
16:41And this is the secret hallway that leads to the Bungie paradise.
16:50When you've got a game that's so big as Halo, the sequel is going to be, you know, so wholly
16:56anticipated.
16:57The core value in Halo 2 when comparing it to Halo is that you should pick it up and you
17:02should know what to do and it should feel like Halo.
17:04Every time you add something, we have to play around with it until that feels like a natural part of
17:09Halo.
17:09Until jumping on a ghost and knocking the pilot out feels like Halo and it feels logical and natural and
17:14we hope we've done that.
17:17A lot of what we tried to make different about Halo 2, a lot of the focus really was not
17:23on making the gameplay different.
17:24The gameplay in Halo 1 was a lot of fun. We wanted to expand on that gameplay.
17:33Halo 2's appearance at E3 2003 is the exact opposite of the first game's unpolished debut.
17:38The public is awed by the sequel.
17:41I just saw the preview for Halo 2, which is awesome.
17:44I can't wait to try it out in my hall and get my friends over.
17:46I got a bounty on his head.
17:48Take you down!
17:51And it becomes one of the most anticipated games of all time.
17:55In 2004, Microsoft reveals the release date for Halo 2.
17:59I got your release date.
18:03Right here.
18:04November the 9th.
18:06And promises that the sequel will support Xbox Live.
18:10And that's going to be keeping us awake nights until November 9th.
18:13The coming release of Halo 2 is teased with a very unique marketing point.
18:17I Love Bees started as a website with a corrupt front page.
18:24And it just went in through the ilovebees.com homepage and nested there.
18:29We did it, obviously, as a marketing tool.
18:31It created a stir and people got interested.
18:34Hey, don't you know that one night, baby, you remember the day, it's going to be a national holiday.
18:42Bungie makes good on their promise.
18:44We're just moments away from midnight.
18:46The game is released on November 9th, 2004.
18:49It's a nationwide event.
18:52What on earth are you doing here?
18:53I'm not playing at midnight tonight.
18:55Because Halo 2 is the best, Halo 2 is everything.
18:57Mom, I've been waiting for this game for three years.
19:00Oh, we don't know.
19:01I'm, like, so pumped.
19:02Yo, we got nothing else better than to do.
19:04And I'm going to school.
19:05I have no life.
19:05It's all about Halo.
19:082.4 million copies are sold in its first day.
19:12Bringing in $125 million.
19:14No other game does this.
19:16Halo 2 grosses more than Hollywood's biggest movies.
19:19No doubt about it.
19:25And just like when they finished the original Halo, Bungie moves headlong into their next project.
19:30But they'll stop just long enough to look back on what they've accomplished.
19:36After being done and I look back on the development of Halo 2,
19:39and for me the most special moments happened not just in the completion of the game,
19:45but in getting to work with a team of amazingly talented people who care a lot about what they do,
19:51and that a great game is just icing on the cake.
20:00It's really crazy, actually, working here on Bungie and being part of Halo.
20:04I still, every once in a while, will be standing on a street corner in Seattle,
20:08and I'll sit there and think to myself,
20:09you know, if I look out here,
20:11I could probably see from here 50 or 100 people who have played the video game that I met.
20:18That's crazy.
20:19Oh, I think this is over.
20:21Oh, no!
20:22No!
20:30The hottest game.
20:34The latest gadgets.
20:39All the things you need.
20:43And some you might not.
20:45Join Diane Mazzotta as Filter gets the lowdown on all the high-tech at the Consumer Electronics Show.
20:51Tomorrow night at 10.
20:55No!
20:57No!
20:57No!
20:58No!
20:59No!
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