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Age of Ensemble, Part 3: The Closing Chapters


12/18/2008 7:34 PM | 9 Comments | Page 1 of 5

Troy S. Goodfellow
Troy S. Goodfellow
Status:
Read Part 1 and Part 2 of this feature.

New worlds

By the time Age of Mythology came out, there was a sense that the franchise, and genre in general, was getting played out. "There were several prominent articles back then about how the RTS genre was basically done," recalls Greg Street, the lead designer on Age of Empires III.

Age of Ensemble
Age III upped the ante where graphics were concerned, making the lush tropics come alive.
"Everything that could be done had been done -- or so the argument went. At the same time, we had people at Ensemble Studios who had been working on essentially the same game for 10 years and were starting to burn out."

However, with Ensemble's expertise in real-time strategy, there seemed to be little appetite at Microsoft, or in-house, for a radical new look at the genre. So Street took the team's resistance as a challenge, and challenged them in return to make "the best-looking game ever."

"[This] proved strong motivation for the programmers and artists, obviously, but also for design. We wanted the cannon knocking down troops to actually be a real part of gameplay, and not just graphical embellishment. We wanted to have long-range siege weapons. We wanted to have train tracks that looked real, not the kind of mess ... that players can spam out whenever they want.

Age of Ensemble
The floating numbers are experience points, which are credited towards your next shipment from the Home City.
"We knew there were a lot of opportunities for awesome graphics: herds of bison, pirate ships firing broadsides at a galleon, musketeers firing volleys in formations, mortars shelling one of those star-shaped Vauban fortresses, Sioux on horseback, beaver lodges, early locomotives and the European capital cities themselves."

The real challenge for the team was to make the graphical and design innovations they had in mind work with their reluctance to trim features.

"Part of the team -- and the customer base! -- was extremely wedded to the Age of Kings gameplay. In their minds, Age 3 should have just been Age 2 with a graphical update, and ... 'Do we really need cannons, because we kind of liked them trebuchets?'

Age of Ensemble
Artillery is the master of the battlefield, provided you can protect it.
"We had a hard time pruning old features to make room for the new ones, because someone on the team ended up being in love with every one of those features. "We have to have Wonders. We have to have opening gates. We have to have berry bushes. We have to have converting monks. I see the same discussions happening on StarCraft II. This is a franchise issue, not an Age of Empires issue."

The big feature that Ensemble tried to sell gamers and the gaming media was the Home City, an intercontinental Santa Claus that would parcel out goodies as the player gained experience. As you leveled up your city, you had more payout options available to you.

"That was an idea we borrowed from role-playing games," says Shelley. "Your city is your character and you can shape it over play. A lot of our [proposed] innovations didn't take root, but we stuck with the Home City."

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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
    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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