Age of Ensemble, Part 3: The Closing Chapters


12/18/2008 7:34 PM | 9 Comments | Page 4 of 5

Troy S. Goodfellow
Troy S. Goodfellow
Status: will write for food.
"With Halo Wars, we have Todd McFarlane coming to visit, and everybody has his figures. In that sense, working on Halo has been very cool. I would rather work on our own IP, but I'm very proud of the game we've made."

There have already been complaints from the hardcore fans about unit design. "People saw the Cyclops in his mech suit and said that we were already pulling a Jar Jar Binks on the IP. We stay as true as we can, but a strategy game needs to have lots of units and the UNSC needs a melee unit.

Age of Ensemble
Ensemble's big challenge was finding variety for the units.
"When I took over as lead designer, we had five guys on two legs who shot guns for the UNSC -- five different units that were pretty much the same. It was too hard. So we kept a couple, turned one into an upgrade, etc. Three you can remember. Five is too many."

Pottinger thinks that, in many ways, Halo Wars is a blessing for the team since they have had to streamline the design. "We've had to make tough choices and a better, tighter game."

The better, tighter game will be their last one -- at least in this incarnation.

Moving on and looking back

Since most of those consulted for this article are still employees of Microsoft, none would speak on the record about the sudden announcement that Ensemble Studios would shut down once Halo Wars was completed. There was a lot of disappointment, and a little bitterness, but no one is finished making games. "I hope I get to make one more great game," says Bruce Shelley. "I worked on Civilization and Age of Empires. One more like that would be nice." Plans are already in place for a successor studio -- smaller and more like the earlier, more intimate Ensemble. But Age of Empires is a Microsoft property, and it's uncertain what, if any role, the new studio could play in its future.

Still, "Age of Empires is our legacy," says Tony Goodman. "People will know that, and Ensemble Studios will be forgotten. Only so many people know what Ensemble is, anyway, right?"

Shelley is proud of what Ensemble has done, and is unapologetic for the style of game that it made. "There was a guy making an RTS years ago -- I won't go into names -- and he said that he would have none of that stupid wood chopping. I just said, 'Fine, we'll do the wood chopping. Our fans seem to love it.'"

Shelley was philosophical about the role played by peons in developing a sense of flow (citing psychologist Mihály Csíkszentmihályi), and how it fit into his theory of the inverted pyramid of decision-making in game design. "Pacing alone can make a decision interesting -- deciding what to do first while the clock is ticking."

"We're old-school gamers," says Goodman. "Dungeons & Dragons, Axis & Allies. Age of Empires, I think, is for people like that. And I think we made a difference when we made it."

Greg Street, now a Blizzard employee, thinks that Microsoft has put an end to something very special, and has words of caution for whomever takes up the Age mantle. "This is an industry where talent counts for a whole lot more than franchise brand identity. Bad sequels sell okay, but they definitely do damage to a good franchise and we all know stories of franchises that were driven into the ground."

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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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