Frankie's old school drawing of Parson's office from way back in the day. |
GameBeat was lucky enough to use their old
school connections and land an interview with Bungie Big Wig, Dave Parsons (no,
he’s not the bass player from Bush).
He’s the Chief Operations Officer which
basically means he’s in changing of running the company – and when you’re the
boss of around 350 people with an expectation your company will produce another
brilliant game a-la Halo, then you must be pretty good at your job.
Here’s a few Destiny related excerpts from the
interview with Dave.
GamesBeat: Did somebody in particular sell
you on the idea of Destiny? I think you came in after it started, right?
Parsons: No, we’ve all been working from
the very beginning. Well, it depends on how you look at it. Destiny has been an
idea bouncing around since even before the technology to make it existed.
Destiny is very much a product of everybody
at Bungie, but its inception comes from Jason [Jones, co-founder of Bungie].
This is very much a vision that Jason has. Then, he gathers a small group of
really talented people who have been here a long time, and they begin hammering
on it. It’s had multiple incarnations until it finally landed into what it is
today. That’s fun to watch. Not just on technology, but art and story.
GamesBeat: It sounds like you did have
options, though. Was there a point where you bought into Destiny and said, “I
want to do this too?” For 10 years or whatever it will be.
Parsons: As naïve as this may sound, if
Jason believes in something and he’s ready to go for it, I’m in. No joke, I
still walk in the door every day and think, “Who gets to do this? This is
awesome, to be a part of this thing.” Even when I’m having a shitty day, I feel
that way.
There are so many other things I could do
that, for me, wouldn’t be as satisfying or as interesting. They might be
enriching. They might satisfy some level of my curiosity. They might be
exciting. But there’s something about these people and this place.
GamesBeat: Did you feel any tug when Halo
went off in another direction, with Microsoft’s 343 Industries, and then Bungie
went its separate way with Destiny?
Parsons: Personally, I did not. I love the
Halo universe. I think it’s great. It inspires me. It inspires my children.
They’ve never played, but they know the universe. One, though, I’ve spent a lot
of time with Halo. Two, the mythic science fiction of Destiny immediately
attracted me. It was that first image … It’s a simple image, but it took weeks
of back-and-forth to put together. There were a few images already, maybe three
or four, but they didn’t speak to what it was. The moment that image was done,
it was like, “That’s it.” That’s the game. That’s the idea. That’s a place that
I want to be.
GamesBeat: You
had a leak. You had some interesting reactions. What was it like, looking
at the reaction from the inside?
Parsons: You’re never really excited when
you first learn that a leak happens. Then you get to see the reaction. We had
this really quick thing. We said, “There’s a leak happening. We can either say
nothing, or we can say, ‘Yeah.’” Instead of looking at images that we didn’t
want you to see, let’s give you one that we want you to see. So, we released
the picture of the Fallen.
When our community, who we love, reacts so
positively to an image — “Oh my God. That’s so great. That’s a place I want to
be in. I can’t wait to learn more about that” — we go from, “Oh, man” to
“Sweet!” Within less than half an hour, we were like, “This is the course of
action. Let’s go.”
GamesBeat: The one thing that seemed to
cause some confusion out there was whether this could be called an MMO or if
this is more like a single-player campaign-ish thing. Is there a new name for
whatever this will be? “Universe” is a little vague.
Parsons: It’s Bungie’s next first-person
shooter. That’s how I think of it. For consoles, we came out with Halo, and it
certainly was the start of something really big for first-person shooters.
Then, with Halo 2, we brought it online. With Halo 3, we started to bring in a
whole bunch of how the community interacts with each other. We want to take the
next big step forward in first-person shooters.
The way we think about that is, we’re going
to bring people together in a really interesting way. We’re going to be able to
throw in a whole bunch of adventure and a whole bunch of competitive
multiplayer, and you’re going to have a great time, whether you like to play by
yourself or whether you play in groups, from intense to casual to solitary.
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