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Entrevues
du 4 Mai 2001
Entrevue
avec Matt Soell (weekly updates) par CoreMagazine.
CoreMagazine.com:
What role have you played in Halo's development? Explain
your day job to us.
Matt:
I am but a humble Community Guy. I talk about Halo with
the public and talk about the public with the Halo team.
I'm not so much a member of the development team as I
am a vector for information - an important consideration
when you have developers like those at Bungie, whose social
niceties went out the window shortly after they were hired.
CoreMagazine.com:
Bungie has been working on PC titles for years now. How
has working for Xbox been different than developing for
the PC? What are the main differences and similarities between
the development process for the two platforms (PC and Xbox)?
Matt:
Actually it's not that different. The big plus of developing
for a console is the etched-in-stone nature of the hardware;
you don't have to worry about people with weird cards
or old drivers. But much of the Xbox hardware has been
under construction while we've been here, so there's still
a little of that uncertainty. Developing for any console
has its challenges, and it's not something we've done
before so we're learning a lot. But the development process
itself hasn't changed all that dramatically.
CoreMagazine.com:
Are there features you couldn't implement for the Xbox version
of Halo that were present in the PC version? If so, give
us an example of a few things that didn't make it in.
Matt:
There are always a bunch of ideas we have at the beginning
of the development process that don't make it into the
finished game for one reason or another: not enough time,
not enough people, too hard to implement, too buggy, etc.
We usually don't talk about them because we might want
to try them again later. [smiles..] The cuts we've made
so far were all made for time or gameplay reasons, not
because the Xbox couldn't handle it. Weapons or vehicles
that disturbed the balance of the game, mission ideas
that didn't make sense in the context of the story, that
sort of thing.
CoreMagazine.com:
This is always a hard one to estimate, but can you roughly
guess what percentage of the Xbox hardware you're tapping
into for Halo?
Matt:
We're trying to max it out. Since the day we got the game
running on the Xbox the goal has been to push the hardware
and see what we can do. We've hit a couple limits, but
we're still using devkits operating at 50% of planned
capacity.
CoreMagazine.com:
How will Halo stack up against the likes of Unreal Tournament
and Timesplitters?
Matt:
Quite well I think, but I'm biased, and there is a key
difference between Halo and the other two. Like those
games, Halo will be a lot of fun to play against other
people - but there's also a very rich single player campaign
with a deep storyline. We still like stories in our games.
CoreMagazine.com:
How will you map the PC control scheme of Halo to the Xbox
controller? What will the control layout be like for the
title?
Matt:
After much work we've found a couple schemes we think
work well, although if there's time we plan to make the
controls user-configurable. Consequently, if all goes
well, the layout will be whatever the individual player
wants it to be.
CoreMagazine.com:
Are there new elements that Bungie is implementing for the
Xbox version that aren't in the PC or other versions of
the game? If so, give us an example of a few of those features/elements.
Matt:
If you look at the screenshots or footage from the old
builds of Halo as opposed to the newer ones, you'll get
a sense of some of the things the Xbox allows us to do
graphically. PCs will supersede that eventually, of course,
but we completely retooled our engine to take advantage
of what the Xbox can do.
CoreMagazine.com:
What is the target frame rate for the final version of Halo?
What frame rate has the latest beta copies been running
at?
Matt:
All the builds so far have a frame rate cap at 30 FPS,
which as you can imagine is well within the Xbox's capabilities.
The final frame rate hasn't really been determined yet;
it'll be as high as we can make it (within reason of course).
CoreMagazine.com:
One of the reasons that GoldenEye 007 for the Nintendo 64
earned such high praise was its deep multi-player engine
that kept gamers playing months after they had beaten its
single-player missions. What multi-player features will
Halo offer gamers?
Matt:
Halo's multiplayer is still under development and a lot
can change between now and when we ship, so I can't tell
you about what's planned. I can say that our internal
document outlining the bare-bones multiplayer options
is a lengthy document, and if half of it gets into the
game we'll have a great multiplayer title.
CoreMagazine.com:
When can gamers expect Halo on store shelves -- can you
give us anything more specific other than "fall 2001"?
Matt:
Nope. [smiles..]
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