People predicting the demise of baseball seem to forget that there will always be new old people.
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"We were under pressure to prove ourselves and the game," he recalls. "We had some early previews with really bad framerate, a lot of disappointment that we had changed platforms, and an enormous amount of scepticism that you could make a good FPS on a console. Expectations were so low that the Microsoft marketing people were talking about putting their money behind other launch titles." "The one area in which the success of Halo 1 was totally surprising to us, and completely changed how we thought about Halo 2, was LAN parties," says Butcher. "We never really thought that people would do a lot of playing Xbox multiplayer on LAN, even though people in our office played it all the time... Well, it only worked five weeks before we shipped the game, but in those five weeks we played a lot of Halo multiplayer!""We had a lab full of Xboxes on a LAN, so we played 16 player CTF every single afternoon," Griesemer remembers. "It was fun, so this was what we designed for - but when we shipped, the vast majority of our fans never got to experience that. They were playing 4-player split screen on the smallest maps. There was a total disconnect.""We looked at the small set of fans who were able to do this," continues Butcher, "and just how much they were enjoying themselves, and asked ourselves if we could bring that to everybody. That would be something really special, really unique."