One of the biggest evolutions Halo 2 introduced was the very concept of “matchmaking” itself. Prior to Halo 2 and Xbox Live, online gaming was really relegated to the PC and built on established models like a server listing you could sort by ping. Of course, at that time, the mission structure was significantly different and, as the now-infamous stories go, huge chunks of the game were cut and reworked very late in development.Ĭan you frame for gamers in 2020 just how important Halo 2 was for online gaming 16 years ago? The team was also deeply involved in the development of Xbox Live, which we knew presented an incredible opportunity to evolve beyond the CRT LAN parties and create a revolutionary online experience.Īt what point was the concept of a dual-protagonist story surfaced? What was the communication within the studio like surrounding this idea?īy the time I joined the studio, I recall the rough narrative framework already being in place, with a focus on sharing both the UNSC and a Covenant point of view. But, the team was never one to rest on its laurels – the focus immediately turned to “How do we top this?” As we witnessed Halo: Combat Evolved multiplayer really take off and spawn a vibrant LAN scene, there was a real desire to double down and make multiplayer something special. I remember a sense of pride and excitement as the original game landed and resonated greater than anyone could’ve anticipated. Xbox was off and running, and Halo was taking the world by storm. With the seminal console shooter now on Steam in the form of Halo 2: Anniversary, we spoke with Brian Jarrard, who worked at Bungie during the development of Halo 2, and now works as community director at current Halo developer 343 Industries, to learn what it was like to be on the frontlines for the launch of such an important title in gaming history.Ĭoming off of Halo: Combat Evolved, what was the feeling at Bungie surrounding Halo 2 during development? What was the general sentiment of what the team needed to do?īrian Jarrard: I joined Bungie following the launch of Halo: Combat Evolved at a time when there were less than 30 or so employees occupying an office park on the outskirts of Redmond, Washington.