It seems you basically looked to the past to gain a vision of
the future.
MH: So, we came up with this idea of a mythic hero story
and we started looking back to the beginning of time said and
[wondered] well, what kind of artifacts go with heroes? There are
songs, paintings and books, and if you take a look at 20th century
and now 21st century, there are things like the History Channel and
Ken Burns documentaries. If you push that out to [the years] 2500
or 2600, what might those artifacts look like? That's when the
story takes place, in 2500, and there's a historian from 2600 or
2700 looking back on it like we look back on World War II today.
What kind of stuff would you make? That was basically the idea of
the campaign.
Was Master Chief highlighted to this heroic extent in past
Halo efforts?
MH: He was looked at as a hero before, but it was really
through a clich?d gaming lens. It was heroic poses of him in the
ultimate victory, and it was basically that this guy was the
complete kick ass hero. He shoots people, takes names and for
Europe especially, it was a very Western version of a hero?it was
Arnold Schwarzenegger in Terminator.
Scott Duchon: For us, because the story of the game was
so rich and we wanted to humanize Master Chief because he always
seems so superhuman, it was a challenge because it was like how do
you bring humanity to a faceless, 7'2", golden-armored demigod?
That's where the artifacts that surround him and other people that
have witnessed [Master Chief] in first-person to talk about their
experiences became very important for us. That's part of the idea
when we push it out towards creating those artifacts that represent
a moment in time the way that we always talk about Washington
crossing a Delaware. Was that a really heroic moment? Apparently
not, because everyone was really scared and wanted to turn around.
But from this painting, it looks like something that's epic. We
wanted to create that moment in time for this. It's transcending
the Xbox itself it seems. Will that make it more appealing to
casual and non-gamers?
So we had to approach it a different way which was to take that
emotional side and show it. In the sense of a TV commercial, yes,
it was completely filmic, emotional and trying to bring some
humanity to a story that everyone's been familiar with since the
dawn of a time.
I think that's why we chose the diorama idea for the TV spot
because that's one of those things that represents a battle. It's a
tableau or something that's always been done where you see depth
and dimension. It also happens to take something familiar to gamers
as well. Figurines are things that people are familiar with our
modern culture at this point in time, so it felt like this was a
way of creating a moment in time that way.
This was to celebrate the phenomenon of Halo in a big
way as well, and make casual gamers feel that there's something
deeper through this future history angle. We thought if we created
something artful and thought-provoking, we'd get casual gamers to
want to give Halo a try knowing full-well the game footage
wouldn't do it for them.
You're tapping a host of online/offline marketing avenues for
this campaign.
SD: Talking about even the tagline of "Believe," we went
in there with this idea that the entire organization from Microsoft
onto even Bungie need to believe in this idea if their goals are so
lofty in making the largest entertainment entity ever. That's
pretty big with the Spiderman 3 and Shrek 3 and
everything that just came out. We wanted to try and bring it to the
people in a bunch of different ways. If you just use conventional
marketing, it'll feel small and insignificant. We needed to try and
find a way to make it feel as big as the idea. There are a lot of
things that are going on and it's not everything we wanted to do
yet.
MH: If you're not into Halo, with the standard
way Xbox would advertise, you could kind of avoid it if you weren't
watching certain TV channels or reading game publications. What we
wanted to do is get stuff out into the world that everybody would
see, and when people saw, even though they know they've being
marketed to, it was an experiential thing you'd look at and go,
that it's pretty cool Halo did that. We were looking for
places?we didn't get to do everything that we wanted to do?but we
wanted to put stuff out into the world where people you think it
interesting and have a little experience with Halo that they
like.
Tell me about New Deal, Stan Winston and MJZ director Rupert
Sanders' work on the diorama.
SD: You have to understand that for the diorama, it
turned into becoming the focus point for this campaign. We wanted
there to be a museum where the diorama would just be a part of the
museum. Rupert Sanders orchestrated this whole thing. The vision
for us was to make this story come to life with real figurines on a
real set and a massive diorama. It was time and cost-prohibitive to
say the least, but Rupert just wouldn't take no for an answer. He
teamed up with Stan Winston and New Deal Studios in making this
thing come to life completely?30 feet x 40 feet, 900 figurines or
something like that and every weapon and vehicle.
MH: Those figurines are based on scans of real
people.
For the web experience, what was the collaborative process
like with AKQA?
SD: Collaborating with AKQA on our idea, it was pretty
easy. We had a diorama that we built. We knew in the TV spot, you
weren't going to get to see the entire 30 feet x 40 feet
experience. You'd get a sense of the scale and scope, but we wanted
to find a way that there was more to it. We were hoping that after
seeing the spot, people would have an emotional connection to it
and want to go deeper. As far at that idea, it was pretty easy for
AKQA to bring to life.
SD: On top of the [site], we also had the idea of doing
these 'future recounting' stories, these testimonials from people
who were there at the battles. We went out and shot four of these
short films. Rupert did two of them and [GO! Films'] Simon McQuaid
did two more. Then, we also knew we had the notion of making this
diorama. I was there filming stuff and we were all there filming
stuff and as we were making it, we were like 'God, look at how they
do the face scans, look at how they're building the models and look
at how New Deal is building the set.'
We were saying that we've got to do a 'making of,' but we didn't
want to do a traditional making-of. We wanted to do it all within
the fiction of this idea that this diorama is a future memorial to
the greatest hero and greatest battle humanity's ever faced. We
were also trying to be as respectful as possible to war and war
veterans, and how we treat that?but at the same time, this is for a
fictional story that takes place 500 years from now and we're
looking back at.
We wanted a place for everything to live and for it all to have
a purpose because it's latching on how people just love the game.
They're taking pride in it and we wanted also give the
Halo nation some pride in what they love because I think
they're looked at being hardcore gamer geeks that live in their
parents' basement and don't see the sun at all. But they love it
and take pride in this game. They see the depth and dimension, and
they want there to be more to it because it's such a rich story.