Bungie Crews The Artemis

Per Audacia Ad Astra

It’s no secret that Bungie dreams of traveling (boldly) to the stars. So many of our games have flung humanity into the vast reaches of space in search of intrigue and adventure. It’s also no secret that Bungie loves to play games – all kinds of games. Tables in our studio have been found strewn with controllers, dice, cards, chips, figurines, and even the occasional pawn or queen. Recently, as a mission to explore a strange new blend of these two passions, we built ourselves a starship.

It was as good a way as any to spend a lunch hour. The bridge for this mighty vessel was our state of the art theater. When we aren't using it to screen films with our families and friends (or show our emerging game to very special guests), this multimedia lounge makes for a luxurious Combat Information Center. The game in play was Artemis, a simulator that brings six players together on a network to roleplay as a space-faring crew.

Our ship builder was Garrett Greer. Appropriately enough, Garrett is a Bungie Engineer who troubleshoots our games to keep them in strong working order. As someone who first played Artemis at a LAN Party, he knew that he had to enlist his Bungie teammates into this virtual space program. “My first thought when I saw the theatre was that this would be the best bridge ever,” he recalls.

There’s Garrett, advising Tom Gioconda on the command console he would use to lead our mission. If you’re no stranger to Bungie.net, you may know Tom as Achronos, an Overlord of our community clubhouse. The moment he assumed the big chair, we called him Captain.

A Captain is nothing without his crew.  It was these brave souls that volunteered to man the stations that would keep Artemis functioning like a living organism. From left to right, they are: Jacob Miner (Science Officer), Kurt Nellis (Communications Officer), Michael Williams (Helm), Sergey Mkrtumov (Weapons Chief), Jay Thaler (Engineering Chief).

“What really amazes me about this game is how easily people get into their roles,” said Garrett, who began his off-world naval career with an itchy trigger finger. “I started at the weapons station where I quickly earned a reputation for over zealously loading nukes and randomly shooting ordnance.”

It would happen that, aboard the Artemis, such overzealousness is a very common trait among green officers. Our maiden voyage was anything but a hero’s tale. Fresh out of spacedock, our space cowboy of a Captain ordered his crew to open up the throttle. And who can blame him? It’s not every day that life affords you the chance to bark “Maximum Warp!” at a bridge staffed by eager cadets.

Tragically, our anxious crew never even saw the minefield that brought their trek to a sudden and explosive end. Fortunately, their peril was all just part a game. Watching your shiny new spaceship disappear in a luminous cloud of debris is something that you can laugh about when you can conjure up another one with a few clicks of a mouse.

With some lessons about carefully plotting a course under their belt, our crew ventured forth again. This time, they took more care to chart their surroundings. If you can avoid the derelict munitions strewn throughout the system, there is much to experience aboard the Artemis. Missions of many types beckon from the cosmos. Stranded explorers cry out for rescue. Strange phenomena invite research. Local space stations are available to refit and resupply.

“Red Alert!” No space romp would be complete without a battle against hostile invaders. After their untimely demise in the minefield, the Bungie crew found their rhythm as a team. Under the steady guidance of her Captain, the Artemis fended off several attacks against their own ship and the home base that kept them stocked with torpedoes. The programmable lighting system in our theatre helped to set the mood. With weapons and shields at their fingertips, they ruled the stars.

This will not be our last mission. The word is out at Bungie, and astro-lunches are to become a habit. Thanks to the creators of Artemis for making a great game, as well as to Garrett for helping us to blast off. You don’t need a private theater to enjoy this game. The home version is available to all on the Artemis website. All you need is a brave crew, and a little bit of networking muscle.

See you starside.

Community 12/4/2012 9:53 AM PST permalink

The Return of the Mail Sack

In stars lie hidden messages...

It’s been a while since we've completed the ritual of a proper Mail Sack. So much has happened in recent weeks to interrupt the flow of community love. Good old Xbox LIVE celebrated its tenth birthday – which completes a full era in Internet years. American descendants of colonial defectors devoured millions of flightless birds and battled each other in shopping centers to celebrate the things for which we’re most thankful. And, there was that small matter of the conceptual glimpse of new universe that we let slip.

But enough about the past. Let’s look optimistically toward the future, and open the Sack!

Vladof Assassin Why does Bungie do these 'Mail Sacks'? It just seems like a waste of resources.

Dude! Waste of resources? Talk like that could get me fired. Mind you, I’m not sweating my untimely demise too hard. Bungie assigns an enormous amount of value to good community relations, which is why I get to sit in this comfy chair and bide my time until our gag order is lifted. As for the Mail Sack, I've always believed that listening is more important to a healthy relationship than talking. That’s why I like to ask you fine people questions. Plus, it also helps me plug the void that I will ultimately fill with chatter about our next game.


dmg04 Did you miss us?

Nope. I've been here all this time, looking in on your heated debates and sounding off where it became necessary. Since I've been keeping you all to myself, it’s our panel that might have been missing you…

Definite maybe.
Tom Slattery, Localization Content Manager

Never knew you. Sorry, it’s not you, it’s me.
Matthew Ward, Senior Cinematic Designer

Wait… where’d you go?
Drew Smith, Producer

Every day. I can't wait until we’re firehosing information at you guys.
Michael Williams, Senior Engineer

Sure, but I knew our paths would cross again!
Jay Weinland, Senior Audio Lead

Since answering these Mail Sacks is the only responsibility I have here at Bungie, it has been a terribly lonely and unproductive November. Thanks for coming back, it means a lot.
Pat Jandro, Senior Cinematic Designer

I've thought of you every day while you've been away!
Alex Loret de Mola, Engineer

Not as much as you missed me.
Chris Owens, Test Engineer

Real nice, Chris. Keep an eye on Owens. He’s easily the boldest troll in this Sack.

r c takedown Did you have to move when you scored a job at Bungie?

Aside from the few of us who actually lived in the Greater Seattle area when they got hired, we all had to move. I get the question about “telecommuting” a lot from people who stare longingly at our careers page, but harbor a lingering devotion to their own back yard. At Bungie, there is no such thing as working from home. You have to enter the honeycomb if you want to access the hive mind. Fortunately, Bungie does a lot to make the experience worth the trek.

WestCoastRonin Besides building an awesome universe that none of us can see yet, what is a perk of working at Bungie that most of us on the outside wouldn't know about?

Personally, the chance to be a fly on the walls that contain my favorite creative process is a real treat. The chance to make a contribution to that process is still surreal. Our esteemed panelists might have a less starry-eyed perspective…

Music is blasted throughout the men’s restroom. It’s a beautiful thing.
Matthew Ward, Senior Cinematic Designer

Insanity classes in The Central.
Drew Smith, Producer

Amazing and often hilarious Photoshops by our artists that only our eyes get to see.
Tom Slattery, Localization Content Manager

New Employee Free Lunch program, by far. New Employees can go out with every person at Bungie over the first 6 months and Bungie will pay!
Jay Weinland, Senior Audio Lead

The speed of our network - it will seriously melt your face. Transferring files at home makes me feels like a turtle. If I'm not at work, the Interwebs feel like I'm connecting through dial-up.
Michael Strein, Engineer

I’ve learned a lot, just by working with other departments at Bungie. We have very talented people here, and it rubs off. We work in an open office. No cubicles! It makes for easy sharing of ideas.
J Garris Jones, Technical Artist

The Oompa Loompas who make us candy on a daily basis.
Chris Owens, Test Engineer

We have a liquor license and a fully stocked beer fridge for whenever the occasion calls for either.
Pat Jandro, Senior Cinematic Designer

Don't tell Harold, but I'd probably work here in exchange for a dormitory-style room and three hot meals a day.
Alex Loret de Mola, Engineer

Piloting an amazing starship is a fantastic recent perk.
Michael Williams, Senior Engineer

Ahhhh, yes. I’ll tell that story next week, Bungie Community. Promise.

Recon Number 54 So, are you going to answer the questions that were asked in the BWTJHA era (Before Well That Just Happened Again) or the current era now known as OMGWTFBIMMDCT (OMGWTF Bungie Is Making My Dreams Come True)?

Sorry. We’re not quite ready to call this an end of an era just yet. Soon™.

Big Black Bear Do you enjoy making people cry?

Only if they deserve it. And, only if the proper authorities aren’t around to intervene on their behalf.

THORSGOD What was your most recent interaction with an officer of the law?

Great question! Let’s learn all about the fascinating crimes that have been committed by the Bungie panel, as well as the death-defying escapes from justice that resulted…

My wife and I had dinner with my good friend (and police officer) Jack and his wife back in San Francisco. We grilled lamb. It was delicious.
Matthew Ward, Senior Cinematic Designer

I bought a parking permit in San Francisco. I had to secure several spaces.
Drew Smith, Producer

Mailing one a Christmas card.
Tom Slattery, Localization Content Manager

We recently got pulled over for making a free right that wasn't so free.
Michael Williams, Senior Engineer

A hug.
Pat Jandro, Senior Cinematic Designer

Man, that was a total letdown. Not a single high speed chase in the mix. We need to get out more.

Frag Ingot If you had to choose one screenshot to represent everything awesome about your next game, what screenshot would you choose?

No single image would do the trick. There’s a reason we plan a steady cadence of assets and information as part of our marketing plan; we don’t want to desensitize you, or strip you of your own free will. Not yet, at least.

JScientia13 Can you give us the name of the awesome looking vehicle in the recently released image that is now my wallpaper?

Well, now that you mention it, we’re partial to Awesome Looking Vehicle.

homocidalham I'm feeling down. Can you say something to cheer me up?

Oh, yeah? Did you have a tough week? Here are some words of inspiration from our cheery panelists…

“Life is good… and life goes on.” – Master Splinter (original B&W TMNT comics)
Matthew Ward, Senior Cinematic Designer

Every day is a new opportunity to try new paths, and there are a ton of amazing things to be discovered both big and small.
Michael Williams, Senior Engineer

There is always a light at the end of the tunnel and you have to assume it is not an oncoming train. That thought has gotten me through some heinous crunches over the past 17 years in video games.
Jay Weinland, Senior Audio Lead

Free beer?
Chris Owens, Test Engineer

Drew Smith, Producer

If none of those sentiments have done the trick, you can always try music.

arzeik What is the song you listen to when you’re low and you need to cheer up?

Lately, it’s been Draw A Crowd by Ben Folds Five.
Matthew Ward, Senior Cinematic Designer

Right now, something by Neon Indian – Hex Girlfriend.
Drew Smith, Producer

Tom Slattery, Localization Content Manager

Please don't judge me too harshly, but when I seriously need cheering up, I listen to popular pop music (Call me, Firework, Gangam). It's simple, happy, and warm, like going for a drive on a sunny day. In other moods, I'll listen to the more complex stuff you hear on KEXP.
Michael Williams, Senior Engineer

There is a Jimmy Cliff Live album has a few tracks that stick out (Wonderful World, Beautiful People, or You Can Get it if You Really Want it) but then most Reggae makes me happy. A little more modern might be first Joe Jackson album or the first section of Elvis Costello’s Punch The Clock (if those count as more modern… *sigh* yes I’m old).
Jay Weinland, Senior Audio Lead

You Make My Dreams by Hall and Oates always works for me.
J Garris Jones, Technical Artist

Theme song to Cheers.
Chris Owens, Test Engineer

Alex Loret de Mola, Engineer

I ZEROC00L I Will the podcast make its return? Or is it gone forever?

It’s gone forever, or until we decide to revive it. Once we have more to talk about, we just might commit some of those conversations to a castable format. I’ve been accused of being in love with the sound of my own voice, so the odds are in your favor if you be an audiophile. I can tell you one thing: Lukems won’t be invited.

M1Silencer Who are the people you look up to and use as role models?

All of my role models are on the Mail Sack panel…

I think everyone at Bungie looks up to Marty. He’s tall and he’s been making music since the 30’s.
Matthew Ward, Senior Cinematic Designer

My mother and my close relatives are huge role models for me. Anything that is good about my character, I learned from them.
Michael Williams, Senior Engineer

Jason Jones! He made the games I loved as a kid, and makes the games I love today.
Alex Loret de Mola, Engineer

I am my own role model. People look up to ME.
Chris Owens, Test Engineer

Anyone who enters my life and offers inspiration.
Drew Smith, Producer

Well, duh! Thanks for defining “Role Model” for us, Drew. Looks like we have another entrant in the Troll Wars.

Izak609 Am I ambitious in assuming Bungie.next is around the corner, after the "leak"?

Is that all you can think about? I wouldn’t classify assumptions as ambitious. Anybody can just haphazardly lob a wild guess out there. So, no, you’re not ambitious in assuming anything.

MiloOmega I think I might be having a stroke due to the leak, suggestions?

Elevate your feet, and place a phone call to the first responders in your community.

GPK Ethan How does one start modding?

When I first came to Bungie, I met Nate Hawbaker, a fellow community recruit. I remembered some his work from Halo.Bungie.Org. While he freely admitted to me that he cut his teeth as a member of the Halo modding community, he assured me that he was not responsible for the flying Warthogs that terrified me so much in Halo 2. Check out how his experiences helped him to become a member of our team…

First, a disclaimer: All modifications to software should be done under the apprehension that it’s for educational and recreational use. Modifying code should never be attempted in the interest of something nefarious like cheating.

Do you want to start working on a game that has official developer support for user-created content/modification, or do you want to work on a game that doesn’t necessarily have support?

If you want to rely on developer support, the answer is pretty straight forward. Search the Internet for the numerous engines available (Unreal, Source, CryEngine). There is a wealth of documentation and tutorials out there that will cover far more than I ever could in a paragraph or two.

If you want to get into making/changing content that doesn't have official developer support, things get more difficult. For nine years, I was involved in the Halo modding scene. There’s a very active community that harbored the same sort of work you might find in any supported community. All the development and reverse-engineering falls onto the users in that space, but it usually still produces wonderful results.

I think modding is as important as anything else when it comes to getting a job in the games industry. The process of properly condensing polycounts, maintaining good topology, importing your content through the engine, and reconstructing shaders through that engine’s system is truly an art unto itself. Modding allows you to translate your conceptual ideas into a crafted player experience – and that is one shiny star on your resume.
Nate Hawbaker, Technical Artist

MozzarellaMonky Do you accept Christmas gifts from fans?

Your love is gift enough.

FloodScientist I love you.

You see? We’re easy to please. Consider our stocking stuffed.

Now that we’re back to a more predictable routine, the Mail Sack will return to its normal state as a gift that keeps on giving. We start collecting your letters every Monday on the Community Forum. That’s also the place where you can win a rare and special piece of Bungie loot if you can be the first to decipher this message…

Community 11/30/2012 1:40 PM PST permalink

Breaking In - Jennifer Ash

You can't pick your own brain...

Making a video game is not an exact science, but that doesn't stop us from trying to come close at Bungie. Before our next game makes its way into your hands, we'll run wave after wave of lab rats through its maze (that’s a metaphor, not a clue). Those beta testers will show us the dead ends and point out the tastiest pieces of cheese. One of the proctors of these wicked experiments will be this nice lady, who only recently brought her white coat into our lab…

Who are you, and what do you do at Bungie?

My name is Jennifer Ash and I’m an Associate User Researcher. In this role, I look at how people play and perceive games. I like to pick your brain. User Research for games is particularly challenging, because everyone has their own interpretation of events. Some ways we explore this are analysis and visualization of game data, eye tracking, user tests, and surveys. Through our studies, we hope to create the best game experience for you!

When you're not picking (or analyzing) our brains, how do you amuse yours?

I enjoy playing board and video games, knitting, reading, hanging out with friends, and watching movies, TV, or Anime.

Let’s talk about the journey that led you to us. Bungie is rarely the first step in a career path. What were some of your first steps?

Prior to Bungie, I was the curriculum owner of the Academic Initiative for System z team at IBM. We connected professors, clients, and students in meaningful ways to aid with enterprise skill obtainment. For the last two years, I was also attending NYU for my Master’s degree while designing educational tools and games. Before that, I was a User Experience Designer for z/OS at IBM, which meant performing heuristic evaluations, designing prototypes, and performing user testing on various parts of the operating system.

Each experience provided something that helped prepare me for this job. Both industry and academia contributed to different communication and people skills over a variety of situations, which is useful in pretty much any role. Working on school projects, academic research projects, and client presentations required me to learn new skills and adapt to new situations.

It’s hard to imagine that you chose this adventure for yourself as a child. How did these goals come into focus?

Up until Junior High, I wanted to become a teacher. I’ve always been interested in math and science, so my dad suggested looking into engineering, which seemed a good fit, so I pursued that through freshman year of college. I was particularly interested in animatronics, combining robotics with behavior. Game development was a natural progression when I found out I could combine all of my interests in one career path!

You mentioned the value of your experiences in academia. Would you be so kind as to recall your full trek to higher learning?

I have a Master’s degree in Digital Media Design for Learning from New York University, focusing on design for games for learning. My undergraduate degree was a dual Bachelor of Science degree in Games and Simulation Arts and Sciences with a concentration in Human-Computer Interaction, and Psychology, from Rensselaer Polytechnic Institute.

I still use a lot of what I learned from both majors. Game design and user research both require pulling from a wide variety of skills, so having a breadth of knowledge from computer science, engineering, cognitive science, psychology, and game design has helped a lot.

We’re pretty lucky to have a person of your skills to help us create a game that will make sense to the player. How did that courtship start? Can you tell us how you stood out among the people who want to work for Bungie?

I used purple ink on my resume. No, in all seriousness, we don’t get told what specifically made us stand out as an applicant. If I were to speculate, it was probably the breadth and depth of my resume/experience. I’ve always been focused on game design and user research. I am knowledgeable in a variety of programming languages which helps when performing data analysis and tooling. I have experience with research and scientific procedure for user studies. While a game design focus can make you a wary candidate in user research, understanding where the design team is coming from in their decision making process can be useful as long as you can stay objective. A lot comes down to timing, and being at the right place at the right time, but knowing the company and skills necessary helps a lot.

It helps get you in the door, but it doesn’t guarantee that you can stay. You have to survive an interview loop to enjoy that privilege. What was the hardest part about your trial as an applicant?

The interview questions. Some of the questions are more about your thought process and considerations, so it’s very difficult to know if what you gave was a ‘right’ answer or not. Not to mention the interview lasts for a good majority of the day, with a wide variety of interviewers, so you never know what to expect next. It’s both exhausting and exciting at the same time.

Your exhaustion has served you well. Now that you are one of us, what is the most exciting thing about researching the user?

Seeing people enjoy the game! We get to interact with users at very early stages, and it’s great to see how people feel about the game, and the changes made over time based upon early feedback or discoveries from our studies.

You speak of how your work evolves over time, but how would you describe just one day in the lab?

I typically get into work and grab a cup of coffee and read through emails. After, it comes down to tackling one of many projects, be it prepping a study, performing data analysis/visualization on a previous study, or playing a new build of the game. Then there’s lunch, which may or may not involve a newbie lunch (for the first 6 months of employment, teams can take a new employee out to lunch for free). After lunch, its back to working on projects, with an afternoon break to grab coffee with my team. Throughout the day, there’s usually multiple discussions regarding various upcoming or past studies, or hunting down people to find out further details regarding specifics of the game. With an open floor work environment, it makes it easy to start a conversation to discuss a particular aspect.

Other than the office-less floor plan and the free coffee, what’s the best thing about working here?

The people. The expertise and talent of the people who work here is incredible. There’s a high concentration of passionate, knowledgeable people that makes problem solving and brainstorming of any kind extremely effective.

I know you just got here, but is it too early to ask about your proudest moment in our studio?

I MacGyver’d a Halloween costume in a weekend made of spray paint, Christmas ornaments, electric candles, epoxy and a black dress that people actually recognized.

Ah, yes! You were our human Dalek (ardent fans of Dr. Who can plunder our Facebook page for more details). Aside from impromptu fashion challenges, how do you plan to enrich your skills in the service of great games?

I’ve always kept myself busy with side projects and volunteer opportunities. My Master’s program stays in touch via Facebook, and that always provides a number of interesting developments across academia and industry. I’ve found industry conferences are useful, not just for the information obtained, but the people I meet and the energy and motivation from being amongst others with similar passions and skills.

I had little doubt that you would keep the tip of your spear sharp. Would grindstone would you recommend to aspiring user researchers who want to be just like you when they grow up?

Don’t rely on just school work to get you in. It is a VERY competitive industry, and breaking in is often the most difficult part. Having side projects or research projects can really help demonstrate the unique skills you can bring to a company. Understanding what skills are necessary for the position you’re interested in helps a lot. And don’t stop networking. The games industry is still fairly small, all things considered, and it doesn’t hurt to know people.

The lab awaits your triumphant return, so we will conclude what has been a lovely chat with this final question: Experience, Work Ethic, or Talent? Rank them in order of importance to your role.

Talent and Experience could be interchangeable. Experience is necessary because many best practices aren’t well documented in this field yet, so having the knowledge of techniques or analyses that work well for a particular area is useful. Talent is useful because with any study that involves subjective data, it takes some intuition to know where to push for more information and what is important. Good work ethic is necessary for any role to be successful, so not as important as the other two to user research specifically.

We have picked Jennifer’s brain enough for now. It’s time to return her to the eager test-subjects who are lining up to do their part for Science. If her story has inspired you to become one of her coworkers, but Science is not your thing, don’t lose hope. We need all types at Bungie, and you stand a good chance of finding someone with skills like yours in the Breaking In archive.

Breaking In 11/27/2012 1:20 PM PST permalink

Happy Thanksgiving

Stuffed with gratitude...

In Bungie’s corner of the global village, today is host to the cherished occasion of Thanksgiving. This local tradition reunites us with family and friends to catch up on gossip and dismantle a feast of legendary proportions. More importantly, it’s a chance to reflect on one’s good fortune.

Within the Bungie family, we consider ourselves very fortunate. Among our many blessings, we’re most thankful for you, the impassioned community of gamers who have kept us company these many years and explored the worlds we’ve created. Today, as we take a break from our mysterious work in progress to glutton ourselves into a stupor, you are in our thoughts – even if you aren’t engaged in carnivorous colonial traditions.

Happy Thanksgiving!

Love, Bungie

Community 11/21/2012 9:03 PM PST permalink

Happy 10th Anniversary, Xbox LIVE!

A decade of good games...

Everything that’s fun to do alone, is more fun to do with your friends. – Jason Jones, Bungie

Ten years ago, an upstart service known as Xbox LIVE came online for the very first time. At Bungie, we had a front row seat for the development of this emerging platform for online gaming, and our designers and engineers were already salivating over the prospect of getting our grubby little code-creating hands on it. They were no strangers to the absurd amounts of fun to be had on the internet, and they were dreaming of a day when our Xbox Halo players could connect, not just in their dorm rooms and living rooms, but through the magic of 1s and 0s in cyberspace.

Over the past ten years, Xbox LIVE has allowed me to keep in touch with my oldest friends while connecting me to a wealth of new ones. Despite the distance my life's travels have taken me, I continue to spend countless hours relaxing and playing games with my buddies as if we were just sitting on a couch next to each other.
ncsuDuncan, NeoGAF

A full decade later, the Xbox LIVE Friends List has become all but ubiquitous among people who seek their thrills in multiplayer. Microsoft made magic. And if you’ll allow us to bang our little Bungie drum a bit, we weaved some of our own with a whole slew of features custom built for Halo 2 that eventually became part of the core Xbox LIVE experience.

Bungie's "Virtual Couch" allowed us to enjoy the Halo 2 LAN experience when a real LAN wasn't feasible. LAN play in Halo gave me a way to connect with friends that nothing that came before it provided. As we scattered to the winds, Xbox LIVE and Halo 2 gave us an opportunity to recapture that magic.
Louis Wu, Founder, halo.bungie.org, Member AARP

There is a whole new generation of gamers on the grid who will never know of a time that existed before you could pull a teammate into a pregame lobby, or meet a friend for the first time on a virtual battlefield. As we look back on the launch of Xbox LIVE, we see the impact of this innovation in terms of the impact it’s had on the way we play games, and we thank Microsoft not only for the service, but for the opportunity to play a part in its success.

The first time I connected to Xbox Live was the moment after the midnight launch of Halo 2, where I picked up my Xbox console as well. Having such a simplistic way to compete online with such low latency was astounding. To this day, no one has topped what Xbox Live has become. For me, personally, Xbox Live was (and frankly still is) the easiest way to game with my friends, whether they're a few doors away, or a few miles.
Dac, Community Manager, reddit

Today, this anniversary will be celebrated not just by us, but by an industry. Millions of games will be played tonight over Xbox LIVE. Thousands of prepubescent voices will ring out over your headset, and you will suddenly silence them.

At Bungie, we try to keep it a bit more personal, dare we say, intimate. Below you’ll find a collection of memories from our fans on Bungie.net. Give ‘em a good read. Then log onto Xbox LIVE and kick some online ass.

It's weird that the game I'm experiencing is being experienced simultaneously by others around the world at the same time, and that we can actually converse about it at the same time. As a gamer, it's made me appreciate the games more.
Jacob Crawford, Member, Bungie.net

Xbox LIVE helped me have something in common with people in High School I normally wouldn't have talked to. It became a lot more social which helped me become more involved as I like the social interaction just as much as the games themselves.
vanert, Member, Bungie.net

Xbox LIVE forced me to see that one can forge valuable friendships online. I finally found a core group of guys that I could play with. I started enjoying the experience more, and I can honestly say that some of the people I feel most comfortable talking to now are people I initially met on Xbox Live.
Primo84, Member, Bungie.net

Xbox LIVE actually helped to make me more productive as a person, which is kind of strange in comparison to what you'd think. It was something to look forward to after a long day of work, and people I met motivated me to do what I do now in life.
SpAmMer, Member, Bungie.net

Xbox LIVE was the one asset that allowed me to grow as a gamer. Before Xbox Live, I was a naive young gamer who only knew the basics of gaming. After Xbox Live, I was a young gamer who knew the ins and out of strategy and gameplay. Without Xbox Live, I wouldn't be the gamer I am today.
EDOET, Member, Bungie.net

Xbox LIVE has allowed me to become more social around strangers, as well as give me the ability to sit down after a long day and unwind with some of the best friends I have ever had. I can also learn about the latest happenings in the gaming world and keep tabs on my favorite developers and publishers.
Kretos, Member, Bungie.net

I got Xbox LIVE the month it came out many years ago. It changed my universe in a way. It let me talk to people from across the entire planet. It let me run and gun with some incredible people. I learned what was acceptable behavior. I learned how to interact with different cultures. I learned that my world was just a small part of huge universe. I was 14 at the time and for a 14 year old I think that level of worldwide interaction is incredible.
EAGLES5, Member, Bungie.net

Playing games online has made me feel more connected to those around the globe. It's also changed the way I view games. Having played games competitively, I can honestly say it's made me more patient and far more team oriented.
Anti Gov420, Member, Bungie.net

When I was in a time of my life when I was young and didn't know how to make friends, Xbox Live taught me how to do that. When I was in a time of my life when I was older and had made some good friends, Xbox Live helped me keep in touch with them as I moved across the country.
Halo53, Member, Bungie.net

Xbox LIVE was really a whole new world for me. It didn't matter what time it was or what I felt like playing, there was always someone who wanted to play. I no longer had to wait for friends to come over to play with someone, and I could now play with a whole group of people not just four. I also didn't have to worry about brothers looking at my screen or playing on one fourth of a screen.
me123456789, Member, Bungie.net

Xbox LIVE has introduced me to a world of people that I've grown to call my friends. Interactions beyond XBL have allowed me develop bonds with people that go beyond an XBL party. I've celebrated births and mourned the death of friends, shared laughs, had arguments, and have given and received a lot of valuable advice on life. To me, XBL is more than just a means of gaming, it's a means of life.
chubbz, Member, Bungie.net

The crew at Official Xbox Magazine has dug deeper into the story of the people who created Xbox LIVE. Their account is on newsstands now. To look back on those developments through the eyes of Bungie veterans like Chris Butcher and Roger Wolfson, you should pay a visit to your local newsstand and check it out.

Community 11/15/2012 10:13 AM PST permalink