Wideload Games Opens

Wideload Games has announced itself to the world, a new developer formed by Bungie alumnus Alexander Seropian. The announcement features word on plans for a Halo-engine game, and though no details like the title or target platforms are included, the announcement does focus extensively on the apparent innovation of planning projects in advance:
CHICAGO, IL (APRIL 26, 2004) - Wideload Games, Inc. (www.wideload.com), unveiled itself to the world today as a new development studio dedicated to making hit video and computer games by injecting a unique blend of their visionary development model, creative gameplay and oddball humor into the computer and video games industry. Wideload was started by Alexander Seropian, industry veteran and founder of Bungie Studios of Halo, Myth and Marathon fame.

Wideload brings together some of the brightest talents in the videogame industry with a singular focus on creating original games with a new kind of production model. Wideload’s team designs and creates playable game prototypes in their Chicago lab. This focus on prototyping and pre-production eliminates many production risks as the team is able to see all of the technical and creative issues prior to going into full production. Once the prototype is approved, Wideload pulls together the best independent talent in the industry to complete the game’s production. The company will work with publishers and distributors to bring their final vision to gaming consumers.

“This is a variant of the model that’s been successful in film for quite some time,” says Seropian. “We develop the intellectual property and put together the technology and production pipeline in-house. Then we leverage our team to manage a staff of independent talent.” This combination of an internal design team coupled with external production teams gives Wideload the flexibility to have extremely thorough pre-production, prototypes of multiple titles at once, and scale for production efficiently. In addition, Wideload’s development model eliminates risk for Wideload partners by having a complete and proven plan before staffing production.

Wideload may be an unfamiliar name, but the company itself oozes a familiar blend of creativity and oddball humor that gamers around the world have loved for years now. Joining Seropian, who has built a successful and respected 13+-year career in the game industry, is a short list of former senior Bungie programmers, artists, and designers. Wideload's first title, a wildly innovative game powered by the Halo™ engine, is currently in production and expected to hit store shelves in 2005.
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10.
 
Re: Wee
Apr 26, 2004, 20:53
10.
Re: Wee Apr 26, 2004, 20:53
Apr 26, 2004, 20:53
 
Innovation is not the norm. In anything. Very few games (or anything else) are innovative, in part or whole. For that matter most "innovative" projects / games FAIL often due to their attempts to be different / innovative. Innovation is not an end in itself. A quality game, that is "fun", and (for the publisher / developer) sells is the desired result, whether it is "innovative" or it treads the same old ground matters little.

9.
 
Re: Halo Engine...
Apr 26, 2004, 19:52
9.
Re: Halo Engine... Apr 26, 2004, 19:52
Apr 26, 2004, 19:52
 
ya'll been trolled
This comment was edited on May 28, 00:50.
8.
 
New Production Model?
Apr 26, 2004, 18:45
8.
New Production Model? Apr 26, 2004, 18:45
Apr 26, 2004, 18:45
 
I Don't think so.
It sounds like prototyping, business analysis and outsourcing to me (and I recognise it from personal experience - e.d.s <cough>).
Don't be surprised if the 'independant talent' of the 'external production teams' happens to be in India.


7.
 
Re: Halo Engine...
Apr 26, 2004, 17:54
7.
Re: Halo Engine... Apr 26, 2004, 17:54
Apr 26, 2004, 17:54
 
You're forgeting Operation Flashpoint, and maybe even Morrowind. HALO had outdoor "levels", OFP had entire islands, even bigger than those in Far Cry and just as non-linear and with entire squads you could command. With some scripting, you could even command an entire army, like an RTS game.

HALO wasn't exactly bad, but it wasn't a "pioneer" of anything really. For outdoor games, that honor belongs to OFP.

6.
 
Wee
Apr 26, 2004, 16:53
6.
Wee Apr 26, 2004, 16:53
Apr 26, 2004, 16:53
 
Yet ANOTHER first-person technology demo just like all the other ones. Will the lack of innovation never stop?!

Parallax Abstraction
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5.
 
Re: Halo Engine...
Apr 26, 2004, 16:47
5.
Re: Halo Engine... Apr 26, 2004, 16:47
Apr 26, 2004, 16:47
 
ya'll been trolled

This comment was edited on May 28, 00:52.
4.
 
Re: Halo Engine...
Apr 26, 2004, 12:59
cia
4.
Re: Halo Engine... Apr 26, 2004, 12:59
Apr 26, 2004, 12:59
cia
 

Hopefully they will not release the next halo-engine game on the pc, and keep it to the consoles instead where it belongs.

3.
 
Re: Halo Engine...
Apr 26, 2004, 11:19
nin
3.
Re: Halo Engine... Apr 26, 2004, 11:19
Apr 26, 2004, 11:19
nin
 
Is it just me, or was anyone else not impressed with the Halo engine on their PC?

Yep, it sucked...so are they re-writing it for the PC, or using the work Gearbox did?

http://www.depechemode.com
2.
 
Halo Engine...
Apr 26, 2004, 11:06
2.
Halo Engine... Apr 26, 2004, 11:06
Apr 26, 2004, 11:06
 
Is it just me, or was anyone else not impressed with the Halo engine on their PC?

Give me Unreal Technology or even *gasp* lithtech over Halo technology anyday.

1.
 
Ahhh.. huh huh.. ahhh.. huh huh
Apr 26, 2004, 11:05
1.
Ahhh.. huh huh.. ahhh.. huh huh Apr 26, 2004, 11:05
Apr 26, 2004, 11:05
 
He said load.. huh huh... ahh... hun huh

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