Age of Ensemble, Part 3: The Closing Chapters


12/18/2008 7:34 PM | 9 Comments | Page 3 of 5

Troy S. Goodfellow
Troy S. Goodfellow
Status: will write for food.
Somebody else's toys

In September 2006, Microsoft announced that its prize RTS developer would be making an RTS based on its prize intellectual property -- the Halo universe. The conversion of a first-person shooter to a strategy game for the Xbox 360 would be a challenge for everyone. Real-time strategy games have never been comfortable in the console environment, and the legions of Halo fans are immersed in a diet of games, novels and action figures. "It's almost Star Wars for this generation," says Pottinger, now the lead designer on Halo Wars.

Drawing on his own experience making the Asian Dynasties expansion for Age of Empires III, Brian Reynolds of Big Huge Games is cautious about working in someone else's playground.

Age of Ensemble
This concept art probably means something to Halo fans.
"Working with an existing IP that someone else created has its own unique set of challenges -- you need to create something 'new and exciting' for players while staying true to what made the original game great. The most important thing to do is identify the central features of the original franchise that attracted players, and keep almost all of those things intact."

"Halo Wars is a boiled-down strategy game," Pottinger warns. "It's a 15-minute console adrenaline fest with lots of explosions. But I think it has reinvigorated the team quite a bit. You get a little tired of working on the same PC game, where you get into battles over which features to put in. It was great to think about making a game that is so different."

There are, to be expected, lots of challenges in working with someone else's universe. Your typical Ensemble game draws on Encyclopedia Britannica -- general knowledge in the public domain that can be turned into something mechanical. The Halo world presents difficulties that cannot be resolved by taking out the Italians and Swedes, two nations culled from Age of Empires III.

"It's a very tough road to walk," says Shelley. "You have to make some tradeoffs between consoles and your typical RTS. You have to simplify the economy, make the action faster; there is no micromanagement."

Age of Ensemble
This concept piece approximates what you'll have as a base. It will be smaller.
"If you come to Halo Wars looking for the Age experience, well, it's not that. It's more about combat," says Pottinger. "People who were good at our previous games may not be successful here. Even in our development team, there has been a definite shift in who's good at this game versus who was good at the earlier games. It doesn't apologize for being simple."

As one of the premier real-time strategy developers, Ensemble is well aware of the difficulties other companies have faced in translating the genre for a console controller and television. They point to first-person shooters as an example of how a genre can work just as well on the console, provided the game is built with that platform in mind.

Age of Ensemble
Rich and varied worlds have always been a part of the Ensemble RTS philosophy.
Part of the challenge, says Pottinger, is the size of the audience. "Holy crap. There are a lot of people who love Halo. It reminds you of how jaded you can get working on someone else's IP. It's cool to work on a game that is going to get more public attention than the Age games. They were never quite as cool.

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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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