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Bungie (with Xbox Co-Founder Ed Fries)

Episode 2015-11-302015-11-30EnglishMembers only

Guests: Ed Fries

Bungie (with Xbox Co-Founder Ed Fries)
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§01A launch-window deal built around a game and its team

Bungie’s path to Microsoft began as a game-making story before it became an acquisition story. Founded by Alex Seropian and Jason Jones in the early 1990s, the studio made Mac games, including the Marathon series, before unveiling Halo at Macworld in 1999. The presentation, introduced by Steve Jobs, helped make Halo visible beyond the studio’s existing audience. A year later Microsoft announced that it would acquire Bungie and make Halo an exclusive launch title for Xbox. Ed Fries recalls that the announcement changed the trajectory of both the studio and Microsoft’s new console effort.

The timing explains why Microsoft was willing to move quickly. After final approval for Xbox in February 2000, Fries had less than two years to assemble a launch portfolio, while game developers did not yet know the console existed. He says money was not his main constraint; time and content were. Bungie came to him through Peter Tamte as the company faced serious financial trouble and the prospect of a Take-Two acquisition. The account suggests a match between an urgent platform need and a studio with a recognizable game, but it also shows that Bungie’s existing ownership arrangements shaped who could make a deal.

Fries presents acquisition as one tool for supporting developers, not an end in itself. Microsoft had worked with studios through publishing as well as ownership, and he says he was willing to speak with any talented developer because Xbox needed a portfolio. Bungie’s difficulty reflected the burden of being both developer and publisher: small studios were finding distribution increasingly hard to manage. Halo’s Mac origins did not concern Fries, who viewed early Xbox as a PC-like platform and believed Bungie could make the technical transition. At the time of the deal, however, Halo was effectively still at the beginning of development, so Microsoft was acquiring an opportunity and a team rather than a nearly finished launch game.

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