Halo 2 and the Art of Storytelling

The Book Connection

"Hey buddy."
"Hey buddy."
Photo courtesy Bungie

HSW: The novelization of a video game is, well ... novel. Where does Eric Nyland get the background for his books?

Pete Parsons: We work closely with him on all the stories. So what we do is we have these story arcs of the "Halo" universe, and Eric goes in and says, "Well that's a really good piece to take and here is in a microcosm what I think that story will look like."

HSW: Are you guys very conscious to make sure that everything fits together -- that the books and games don't contradict one another -- so that everyone can look to any source and say, "This is very consistent, fully realized world"?

Pete Parsons: Yes, but not in the marketing kind of way. We do it because we want the "Halo" universe to be manifold. You can certainly probably pull out some inconsistencies, but as a general rule we really try to keep it manifold. Because we think that ultimately we are doing this for ourselves. And after that, we're doing it for our fans, and we want them to really believe in this place that is the Halo universe. I think the reason Halo has captured so many imaginations is because we care a lot about what's going on in that universe and how believable that universe is. We have this high level myth that we understand very well.