How did Bungie ultimately overcome the problem of 'featurism' that had plagued the Halo2 game?
After learning their lesson the hard way while making Halo 2, the developers of Bungie were better equipped with making the third installment of their popular franchise. Their mistakes drove them to making a better game, coupled with special testing labs provided by Microsoft ensured a hot selling item. Emerging wiser than before, Bungie was organized from the beginning, a crucial implementation to game production. Once a level was ready, volunteers tried it out and player experience and data were observed to help solve any issues that came across during gameplay.
The reciprocal cycle of beta testing and feedback from strangers was a valuable advantage for Bungie, as it ensures a near-perfect game that will no doubt be profitable. This style of development teeters on the edge of making a game that many will like and making a game that will maximize profit. Of course, developing an A list game for a console must be heavily invested due to its potential for a high return; however, must a great game solely be commercial? Many game developers can be blinded by commercialism that they are willing to make a mediocre game that is guaranteed to sell. This is not to say that Bungie has sold out, but since they are under pressure by Microsoft and have higher expectations from fans of the previous game(s), they need to set the bar higher and make Halo 3 the best of the best.
After learning their lesson the hard way while making Halo 2, the developers of Bungie were better equipped with making the third installment of their popular franchise. Their mistakes drove them to making a better game, coupled with special testing labs provided by Microsoft ensured a hot selling item. Emerging wiser than before, Bungie was organized from the beginning, a crucial implementation to game production. Once a level was ready, volunteers tried it out and player experience and data were observed to help solve any issues that came across during gameplay.
The reciprocal cycle of beta testing and feedback from strangers was a valuable advantage for Bungie, as it ensures a near-perfect game that will no doubt be profitable. This style of development teeters on the edge of making a game that many will like and making a game that will maximize profit. Of course, developing an A list game for a console must be heavily invested due to its potential for a high return; however, must a great game solely be commercial? Many game developers can be blinded by commercialism that they are willing to make a mediocre game that is guaranteed to sell. This is not to say that Bungie has sold out, but since they are under pressure by Microsoft and have higher expectations from fans of the previous game(s), they need to set the bar higher and make Halo 3 the best of the best.
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