Age of Ensemble, Part 3: The Closing Chapters


12/18/2008 7:34 PM | 9 Comments | Page 2 of 5

Troy S. Goodfellow
Troy S. Goodfellow
Status: will write for food.
According to Greg Street, the Home City was such a central idea that it had to be reworked over and over. He says there were about 40 variations on the city, and Shelley remembers an early design of Age 3 being more similar to a board game -- it more about accumulating points than exterminating your enemy. Though both are very happy with how the Home City turned out, Dave Pottinger is more critical of the final iteration.

"It was a really cool idea, but not integrated well. We didn't have the balls to change the game to make it work. We should have made it a bigger part of the campaign and built the entire game around it."

Age of Ensemble
Even within Ensemble, there is debate over how well the Home City concept was implemented.
The pressure to make the game more innovative had some missteps. A heavily promoted combat model, making deeper use of formations, artificial intelligence scripts and line of fire, was never finished in spite of up-to-the-end work by Pottinger and Street. "We wanted to have something amazing to show people all at once," says Street, "so they would evaluate the design fairly rather than nitpick at every step along the way. It was a noble cause, but not the Ensemble way, and was doomed to failure. The combat feature was coming together very well, and I still think it was a mistake not to ship with it. But it came together late, without the support of the entire team. And Ensemble was not a place to ram even a good design down the throats of a team that wasn't behind it."

In spite of widespread satisfaction, everyone I spoke to expressed some ambivalence about Age 3's step toward greater complexity. Once you throw in the two expansion packs and on-map native tribes, Age 3 has hundreds of units. "Is a ninja infantry or counter-infantry?" asks Pottinger. And the story-based campaign, though a point of pride for Street, did a poor job of introducing players to all that was going on.

Age of Ensemble
Expansions added Native American and Asian nations, transforming the base game.
For critic Tom Chick, whose review of Age of Empires III provoked a public scolding from Shelley, this complexity is part of the game's charm. "I'm thinking of the way natives work, the explorer mechanic, how navies and artillery are balanced and, most of all, their economic model, which went well beyond food/wood/coin. There was experience, Home Cities, trade, factories and native dancers in the WarChiefs expansion. There was the weird Ottoman system with the mosques and those damn Dutch with their banks. If you couldn't master Ensemble's economic model, you couldn't play Age of Empires III. And it was a lovely economic model to learn to master. You will never see [Electronic Arts Los Angeles] or Relic try something like that."

Plus, the goal of making the best-looking RTS ever was achieved. Age of Empires III won plaudits for its reflective water, gorgeous unit design and convincing forests. Just like earlier Age games, it was a smash hit that would pop up on bestseller lists with every expansion and price drop. It's unlikely that anyone thought it would be the last Age game that Ensemble would ever make.

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Comments

  • TroyGoodfellow
    TroyGoodfellow

    12/31/2008 4:20:21 PM

    Primemover wrote:

    "Though AOE was not the first RTS, IMO, it had more influence than any other series on the RTS genre."

    Certainly not the first, and I would argue that Starcraft is more influential. Even AoE abandoned the "slightly different races" model for more starkly drawn factions.

    But the Age series introduced a lot of things that are now standard. Garrisons, idle peon button, formations...all small things, but crucial game play innovations as the genre evolved.

    Reply »
  • lesslucid
    lesslucid

    12/30/2008 11:18:55 PM

    This was an outstanding article and fascinating to read. Kudos.

    Reply »
  • Primemover
    Primemover

    12/29/2008 11:01:40 PM

    This was a great piece about such an important aspect of PC game development. I remember how blown away I was by AOE when I first played it. I will never forget the first time I saw my villager lugging a mammoth size pieced of beef to the storage pit! Though AOE was not the first RTS, IMO, it had more influence than any other series on the RTS genre. Thanks Troy for assembling Ensemble's story, they deserve to have it shared with the gamers who appreciate and will miss their collective work.

    Reply »
  • Mikhail51
    Mikhail51

    12/21/2008 9:26:16 PM

    Great series of articles, just as the AoE franchise deserves! I remember the old competition between the Red Alert series and the Warcraft rts's. Each would outdo the other. As a member of a LAN group that started with Duke Nukem, I've played dozens of great RTS games. AoE3 is the current favorite, with good depth and variety. I hope the prime members of the Ensemble group keep on making new, challenging games. The Ensemble closing reminds me so much of the closing of Access Software (the

    Reply »
  • Gunner243
    Gunner243

    12/19/2008 11:58:25 PM

    Great series of articles Troy. Its things like this that draw me to Crispy Gamer from time to time despite my general policy of not reading commercial gaming sites.

    Hope some of the Ensemble guys still manage to get together and make some more games. Would be a great shame if their talent just dissipated away.

    Reply »
  • Natus
    Natus

    12/19/2008 8:40:13 PM

    Fantastic series, Troy! I hope you can find a proper place for all the other info you obtained. I vividly recall my various levels of excitement and wonder as I fired each new game up, as well as the merciless but hilarious drubbing the original AoE3 UI took on Qt3. AoM for teh win!

    Reply »
  • TroyGoodfellow
    TroyGoodfellow

    12/19/2008 10:12:11 AM

    A sad story in the closing days, but still, I think a happy one for gamers. Ensemble is a studio that has never known failure, and has succeeded in game design in a wide range of climates. Even though all of their games (so far) were "Age" games, you can't accuse them of milking a franchise because they worked so hard at innovating at every stage.

    Reply »
  • ScottKevill
    ScottKevill

    12/19/2008 9:01:07 AM

    A beautifully written and well-researched piece. Thank you, Troy, for bringing some closure to many people that were still in shock at this decision.

    Reply »
  • Agnitio

    12/19/2008 12:00:53 AM

    Tis a sad time. I'll wait to hear why Microsoft shut the studio down, maybe it'll be better for them in the long run and they will be rejuvenated in what they want to do. But still. It does suck and is so weird and entirely unexpected.

    Reply »

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