thranx said:
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Chris Butcher commented, "For Halo 2 we had our sights set very high on networking. ... Going from having no Internet multiplayer to developing a completely new online model was a big challenge to tackle all at once, and as a result we had to leave a lot of things undone in order to meet the ship date commitment that we made to our fans."[31] With only a year to go until release, Bungie went into the "mother of all crunches" in order to finish the game;[32] in a 2007 interview, Jamie Griesemer, one of Halo's design leads, said that this lack of a "polish" period near the end of the development cycle was the main reason for Halo 2's shortcomings.[33] Butcher retrospectively described Halo 2's multiplayer mode as "a pale shadow of what it could and should have been if we had gotten the timing of our schedule right";[33] the campaign mode's abrupt cliffhanger ending also resulted from the frenzy to ship on time.







