It was so they could understand all that was happening, and begin to draft the story. They made ”completely independent” and crazy missions.
”The Reach campaign has maintained a very strong vision from the beginning,” said Creative Director Marcus Lehto, on the official developer blog, reports NowGamer.
”We built this massive military campaign at first, just so we could understand what all was happening on the planet and make sure we weren’t stomping on the huge back story that we created.”
“At the same time, we were building completely independent mission ideas – things that just got us super excited – things we’ve never done before in our Halo games.”
”Then, we began the process of building a story with all of these building blocks. As we solidified mission ideas, we kept everything fluid and modular, so we could move things around and really build out a player experience that has well controlled phases, breather moments, highs and lows, with a well integrated fiction wrapping it all together.”
Now that the story was coming together it was time to start trimming the fat. ”This was the point where we had to make some tough choices,” continued Lehto.
”Some of the crazy mission ideas just didn’t fit in with the overall scope of the game. It was sad to see some of these go away, but the game and story all benefited by us focusing on what we believed was the right thing to do.” It’s a great read so check it out.
Halo: Reach exclusively releases on Xbox 360 this fall. Is it a must-have for you?