Bungie’s Destiny: Life After Halo
This piece originally ran in Paste Issue 102 and on our site on July 21, 2013.
In September 2007 Halo 3 made $170 million in its first 24 hours of release. It pulled in more money in one day than some hit movies make during their entire run, reinforcing how vital the franchise and its developers were to Microsoft’s business. The game designers at Bungie were responsible for the Xbox’s most iconic franchise, the series that turned Microsoft’s box from a boondoggle into the industry’s most important console within a single generation. Forget Call of Duty and GTA: Bungie invented the modern-day videogame blockbuster, and saved the Xbox along the way.
In the immediate aftermath of that nine-figure jackpot, Bungie’s future seemed set: They’d crank out a constant stream of bigger and more technologically advanced Halo games, perhaps with an occasional side-project or one-off to keep them creatively happy. The money was in Halo, and it seemed clear that was enough to keep Microsoft, Bungie and Halo together forever.
And then, a week later, Bungie and Microsoft split up.
First rumored by an unknown (and long since dead) fan site on October 2, 2007, the official divorce was announced on October 5, just eight days after Halo 3 came out. Bungie made two more Halo games for Microsoft, Halo ODST and Halo Reach, but the glory days were over. Bungie was moving on from Master Chief, and in 2010 signed a massive publishing deal with Activision that lets Bungie own its own intellectual property and brings its post-Halo games to both the Xbox and the PlayStation.
With that sweetheart deal in place Bungie was able to call its own shots. What sort of game would one of the best-selling development teams in the world make after earning its freedom? A team that developed almost unparalleled cachet within the industry after making five Halo games in a decade? Where do you go when you leave the most successful sci-fi shooter behind? If you’re Bungie, you come up with…a sci-fi shooter.
Bungie broke away from Microsoft and Halo in order to make a game that, at first glance, looks a lot like Halo. Destiny adds fantasy elements into its sci-fi, but Bungie’s first game under its deal with Activision fits snugly within the developer’s comfort zone. There are practical explanations for Bungie sticking closely to what they do best, and obvious business considerations (companies like money and don’t always like risk), but it’s not hard to find online comments that decry Destiny as an example of the lack of creativity and risk-taking within the game industry.
According to Bungie president Harold Ryan, leaving Microsoft wasn’t necessarily about branching out from Halo. “The biggest upside to being independent and working with a publisher like Activision is… being able to share [a game] with multiple platform holders,” he says. “When you put your heart and soul into something creative you want to share it with as many people as possible. Being on the Xbox was great but it limited the group of consumers that could play the game and put a damper on how well we could share what we’ve built.”
As Ryan explains, there’s also a simple reason that Destiny is a shooter: That’s what Bungie’s employees wanted to make. “Most of the people who work at Bungie came to work here because they were fans of Bungie, fans of Marathon, fans of Halo,” he says. “They largely came here because they wanted to work on a shooter. This is the kind of game they want to make.”
Shooters take a lot of fire, both from inside and outside the industry. Pundits and the NRA blame them for real-life violence, while some game designers and critics complain about the glorification of guns and the lack of innovation and inspiration within the genre. It’s easy to understand why they’re popular, though. Ryan argues that games are largely about power fantasies and the thrill of victory. Few genres are as overt about that as shooters, where the player is often an unkillable machine dedicated to the pursuit of ostensible justice.