The weather cleared for a bit today, so I just got back from an afternoon ride on the Hog. You all have so many good questions, some of which I can talk about and many I can’t. I’ll focus on campaign/sandbox and some process regarding that for a bit, since most of the safer questions revolved around that. For everyone with MP questions, we’ll be spilling the beans about many details coming up soon when the Beta releases – so hold tight. The Reach campaign has maintained a very strong vision from the beginning. We started pre-production with a very small team just after Halo3 finished. 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. As the story solidified, so did the mission progression. This was the point where we had to make some tough choices. 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 wasn’t until after we had solidified the mission progression that we started building anything for real. We start with what we call a “mass-out”, where we block out very large brush strokes to get a sense of the mission’s scale, pace and potential for combat. After that, we head into “architecting”. This is where we spend a bulk of our time. The design team and mission architects work very closely over many months to develop the perfect playable spaces within their missions. It isn’t until the mission has been painstakingly playtested and proven, that we take it into “finishing” – this is where the missions really come to life. During this entire time, we are also hard at work on the sandbox and it’s integration into campaign – where players will first see new and returning items, how we will train them to use the new items, and how we balance these items for both campaign and MP. The process of building sandbox items is one of the most fascinating parts of building games, and often the most difficult since there are so many moving parts to keep in mind and so many disciplines involved. And, it’s true that we continue to push and get new items developed for the sandbox – way past when we really should – but that’s just part of what’s fun about making games. OK, it’s obvious to me right now, that I could go on forever about this topic. I’m going to touch back this week with more on this topic and spread it out a bit. Cheers! -Marcus