Before Halo Revolutionized FPS, Bungie’s Original Plan Was to Make it a “Real-time strategy, real-time tactics game”

by Pelican Press
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Before Halo Revolutionized FPS, Bungie’s Original Plan Was to Make it a “Real-time strategy, real-time tactics game”

In video game history, not many franchises have made as much impact as Halo. Released in 2001, Halo: Combat Evolved not only redefined the First-Person Shooter (FPS) genre but also helped establish the Xbox as a major player in the gaming market. The game introduced players to a rich narrative filled with deep lore, memorable characters like Master Chief, and groundbreaking multiplayer experiences.

the image shows Master Chief from Halo series
The game revolutionized the entire gaming industry and made Xbox a leading console. | Image Credit: 343 Industries

The game’s legacy is very deep and has influenced countless games and franchises including novels, animated series, and a live-action television adaptation. Yet, not many players know that before the Master Chief donned his iconic green armor, the vision for the game was very different: originally it was intended to be a real-time strategy (RTS) and real-time tactics game.

The History and Development of Halo

The origins of Halo can be traced back to 1997, shortly after Bungie delivered a successful title Myth: The Fallen Lords, a RTS game. After that, Marcus Lehto, a key figure in the development of Halo, joined the studio and was immediately immersed in what would become a groundbreaking project.

During that time, the studio was planning to create a game that would be inspired by the success of Myth but set in a sci-fi universe. The main goal was to combine the rich tactical gameplay of Myth with the thrilling elements of science fiction. This led to the initial concept of an RTS game that relied heavily on 3D physics and realistic vehicle dynamics. In an interview, Marcus Lehto said:

Our “side project” was the first baby step of Halo. What Jason wanted to do at that time was, in the spirit of Myth, a real-time strategy, real-time tactics game.

At first, co-founder Jason Jones wanted to create an RTS game, but as the team delved deeper into the project, they decided to innovate beyond traditional RTS mechanics. Jaime Griesemer, who later contributed to mission design, stated that the studio wanted to create a game where vehicles moved authentically, and terrain played a crucial role in gameplay.

In early prototypes, the gameplay was designed from a top-down perspective, reminiscent of classic RTS games. However, as developers experimented with camera angles and gameplay mechanics, they wanted players to be directly involved in the action. The aims was to put them behind the wheel of a Warthog. This was the turning point in the project that would ultimately lead to the transformation of the game into a first-person shooter.

Even though the early design of Master Chief was a little blocky, he had the presence of a powerful figure in a futuristic war against alien factions. The main intention behind the character was to create an entity that exudes strength and mobility, capable of navigating a war-torn universe. They achieved that in the end as he is the symbol of powerful protagonist.

The Iconic Legacy of Halo

the image shows the player riding on the vehicle "Warthog" in Halo
The game’s name was initially not well-received, as it was deemed too ambitious at that point. | Image Credit: 343 Industries

Once the project was in its final stretch, the development team grappled with the issues surrounding the branding and naming of the game. Since the project name was Monkey Nuts in the development phase, as it was inappropriate, then it quickly evolved to Blam. However, there was still some skepticism around the name.

Eventually, through a few meetings, the name Halo was proposed by artist Paul Russel. Despite initial skepticism from many during the meeting, as some team members found it too ambiguous or overly religious, the name was ultimately kept. At the time, the team didn’t know that it would capture the essence of the game’s mysterious universe perfectly. In the interview, Marty O’Donnell said:

Nobody liked “Halo”. It was like, oh, it’s too religious, it’s too ambiguous, and it’s too on the nose because [the ring world] looks like a halo. And it’s so hard to see that stuff ahead of time.

The game was then released to major acclaims. Even though the journey of converting a real-time strategy game to the first-person shooter phenomenon called Halo was difficult, it showed Bungie’s innovative spirit and willingness to adapt. Developers prioritized player experience and engagement over following a similar formula.

The team was able to transform their initial concept into a game that would set new standards in the gaming industry. Since its launch, Halo has not only revolutionized FPS games but also left a lasting legacy that continues to influence game design today.

In the end, Bungie’s willingness to take a different path redefined what video games could achieve, reminding the industry that sometimes, the best ideas come from a desire to explore the unexpected.

What is your favorite installment in the series? Tell us in the comment section below.



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