Naturligvis er det aldrig helt let at udvikle et AAA-spil. Budgetterne er store, fans er kritiske og kræsne og der er mange kreative krafter der skal gå op i en højere enhed før et spil kan betegnes som både en kritisk og kommerciel succes.
Det har derfor selvfølgelig været svært for 343 Industries at udvikle Halo Infinite, og Slipspace-grafikmotoren for den sags skyld, men et nyt rygte siger at udvikleren også har gjort det ekstra svært for dem selv.
Ovre hos Thurott har Brad Sams udtalt sig om udviklingen, og fortæller at 343 Industries blandt andet har udliciteret en stor del af selve udviklingen til mindre kontraktbundne studier. Det er ikke nogen direkte unormal praksis, men 343 skulle åbenbart har taget det hele lidt for langt.
"One of the challenges of building Halo Infinite is that a significant portion of the game is being outsourced to third-party contractors. This is not all that unusual but the coordination between the many different companies contributing to Infinite has been rough, at best. One person familiar with the company's plans indicated that they believed the out-sourcing for Infinite was at a ratio higher than a typical studio undertakes during development which has caused significant headaches for cross-development collaboration."
Desuden fortæller Sams, at det var disse uoverensstemmelser der ledte til at spillets instruktør, Tim Longo, forlod projektet tilbage i august sidste år.
"Multiple people familiar with the development efforts behind 343 have described the collaborative effort behind the development as challenging and significant disagreements internally have become public with Tim Longo, creative director for Halo Infinite, leaving the company in August of 2019. Appointed to Tim's role after he left was Mary Olsen, who left the company in October of that same year. At the time, 343 said "There's no creative dilemma inside the studio" but clearly there was turmoil inside the walls about the development progress of the game."
Tag dette med et gran salt, naturligvis.