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Posts tagged ‘Ensemble Studios’

17
Aug

Age of Empires Online

 

This is what Age of Empires fans have been waiting for a brand new game in the Age of Empires series! This is the first game to be announced by Robot Entertainment and was previously known as Project S and then Spartan. Microsoft Game Studios confirmed today at the Gamescon conference in Germany that it is publishing a free to play Age of Empires game to be developed by Robot Entertainment, founded by ex Ensemble Studios leadership.

Age of Empires Online takes the franchise in a new direction offering experiences both old players and new players will enjoy. Here is the official blurb from Robot Entertainment’s website:

With more than 20 million copies sold worldwide, the Age of Empires series redefined real-time strategy games for Windows PC players. Now the timeless franchise once again invites players to experience its rich storyline in new ways. Age of Empires Online will invite you to create a living, growing online world, shared with friends and friendly rivals around the globe.

Begin the journey with your own Greek civilization and watch as it progresses from a village to an empire. Embark on quests along the way, alone or with friends, and immerse yourself in epic tales, diverse characters, adventure, history and strategy. Together with the Games for Windows – LIVE service, Age of Empires Online delivers a rich, social experience that lets you play however you want – anywhere, anytime.

Marrying fresh features with iconic gameplay, Age of Empires Online offers something for long-time fans, newcomers, and everyone in between.

Age of Empires Online will feature:

  • A persistent online capital city that lives and grows even when you’re offline
  • Cooperative multiplayer quests, trading, and a level-based system that lets you progress at your own pace
  • Fun, approachable style and storylines
  • Free to play experiences via Games for Windows – LIVE

 For a chance to join the beta program, visit www.ageofempiresonline.com.

And if that description wasn’t enough here is the first official trailer!

Trailer:

Screenshots:

Concept Art:

FAQ’s

Microsoft has a handy FAQs document which answers alot of the questions you may have and you can find this at the Microsoft web page for Age of Empires Online: http://www.ageofempiresonline.com/faq/ However I have highlighted a few particularly interesting ones below:

What is Age of Empires Online?
Age of Empires Online is the next evolution in the best-selling real-time strategy (RTS) franchise Age of Empires. Developed by Robot Entertainment and Microsoft Game Studios for the Games for Windows – LIVE platform, Age of Empires Online invites players to create a living, growing online world, shared with friends and friendly rivals around the world. Marrying fresh features with classic RTS gameplay, Age of Empires Online pays tribute to the original game while incorporating a new look, feel, and approach that appeals to long-time fans, newcomers, and everyone in between.
 
When will Age of Empires Online be available?
 
Age of Empires Online will release exclusively on Games for Windows – LIVE in 2011. Currently, our Closed Beta is up and running.
Remember ES edit – this game is due for release SPRING 2011.
 
How do I sign up for the Beta?
 
Anyone interested in the Closed Beta can apply at http://www.ageofempiresonline.com/beta. We will be selecting participants for the Beta over several weeks. If you applied and did not get in right away, just give it some time.
Will there be a retail product, or will Age of Empires Online be available as a download only?
 
It will be digitally distributed.
Why did you decide to bring back Age in an online version?
 
When we looked at continuing this franchise, we looked at how people are playing games today, and the social and connected experiences that people increasingly crave. It’s about being able to connect to the entertainment we want, and share it with the people we care about—nearly anywhere. By building Age of Empires Online with Games for Windows – LIVE at the core, we create a rich social gaming experience. With Age of Empires Online, we’ve married the best of traditional Age gameplay with the connectivity of LIVE and with fresh features that broaden the appeal to brand-new audiences.
What are the civilizations? Will there be additional civilizations throughout the life of the game?
 
The Greeks will be a launch civilization. We will offer other civilizations both at launch and post-launch but have yet to make any additional announcements.
 
Why the new look? What was wrong with the graphics before? It looks more “cartoony” now.
Age of Empires includes a refreshed art style with an unprecedented level of detail. The new design is fun and approachable, and we believe it will help invite a brand-new audience to experience this classic franchise. It will still offer gameplay depth for fans of the franchise as well.

The “Age” franchise has an incredibly loyal fan base. Do you think this new iteration will alienate any of your fans?

Absolutely not. Age of Empires Online stays true to its roots with traditional RTS gameplay, a deep player-versus-player mode and detailed historical settings. From the creation of your capital city, to resource management and competitive matches, Age of Empires fans will feel right at home.


One particularly interesting FAQ was this where Microsoft tries to explain why Robot Entertainment is developing this version of Age of Empires as opposed to Ensemble Studios:

Why did Microsoft choose Robot to develop Age of Empires Online? Why dissolve Ensemble only to bring back the franchise?

Microsoft Game Studios is always evaluating its business model to determine what is best for both gamers and the company. Many factors were considered in the difficult decision to close Ensemble Studios, but we feel it helped us better align with our goals and long-term development plans. Robot is made up of many of the creative minds behind classic Age of Empires titles, and we’re incredibly proud of the work we’ve done together on Age of Empires Online.

Of course, I have my own opinions on the actual reason Ensemble Studios was dissolved but i’ll save that for a future blog post were we’ll look into more detail about why Microsoft shut down Ensemble only to continue its flagship game with a new developer, formed of Ensemble employees! Stand by for a more detailed reasoning behind this to come shortly. In the meantime lets celebrate both the first game to be announced from Robot Entertainment and the continuing of the Age of Empires series. The game screenshots and videos so far look fantastic and will no doubt appeal to the vast majority of both new and old players alike. I am certain that Age of Empires online will bring new audiences into the series creating a game play environment of millions of players worldwide.

Exciting times lye ahead. I look forward to reading fan reactions on the Age Community forums and / or on the Robot Entertainment forums. You can find me under “deanparkr” – See you there!

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8
Jun

Age of Empires III released digitally on Games for Windows Live

Ensemble Studios’ Age of Empires III and all the the expansions are now offered as a single download on the Games for Windows Live platform. Priced at $39 the download edition supports  a basic level of Games for Windows integration including easier installation and Windows Vista support with the games explorer. Its always good to hear of Ensemble games being released on as many distribution vehicles as possible.

I am sure many readers of this blog are familiar with Ensemble’s Age of Empires legacy.. but just in case you have forgotten here is the official low down from Microsoft:

Immerse yourself in the award-winning strategy experience. Microsoft Game Studios brings you three epic Age of Empires III games in one monumental collection for the first time. Command mighty European powers looking to explore new lands in the New World; or jump eastward to Asia and determine the outcome of its struggles for power.

  • Playable Asian civilizations. Lead one of three unique Asian civilizations Japan, China or India to expand its empire and fight for control in the Eastern world. Each Asian civilization, led by powerful leaders, will have unique groups, armies and wonders, as well as buildings that reflect the culture s architectural style.
  • New game-play elements. Extending the innovative game-play of Age of Empires III, Age of Empires III: The Asian Dynasties and War Chiefs will introduce new ways of winning and trading, random map styles that feature remixes of classic Age of Empires game styles, 15 Asian Wonders and New World adventures.
  • Exciting new single-player campaign. Returning to the historical, civilization-based single-player campaigns, Age of Empires III: The Asian Dynasties will offer gamers who enjoy the solo experience a chance to engage in strategic combat with Japan, China or India through several engrossing scenarios. Or lead New World expeditions with War Chiefs.
  • Expanding a successful formula. Age of Empires III: The Asian Dynasties is the second expansion pack for the massively popular Age of Empires III, one of the fastest-selling titles in the franchise history, leading and innovating the real-time strategy genre through exciting and revolutionary game-play features.
  • For more details and to purchase the download visit http://www.microsoft.com/games/en-us/GAMES/Pages/ageofempires3.aspx.

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    17
    May

    Ex Ensembler’s Ian Fischer, Rob Fermier and David Rippy look back

    Some ex-Ensemble staff have been reminisces about the old days to some gaming websites / magazines. As always interviews and articles from Ex Ensemblites provides interesting insight into the workings of the studio and what made it a unique and special place to work – the studio lifestyle and culture.

    First up we have Ian Fischer who takes us back to the original Age of Empires and Age of Kings timezone over at gamesource.org. Ian discusses the origins of the studio and how it started off with the bright idea by Tony Goodman and some of his close friends:-

    “Ensemble Studios had its roots in a consulting firm: Ensemble Corporation. One night in 1993, Tony Goodman was talking to Angelo Laundon, one of the programmers at Ensemble Corp. While discussing the buisness, one of them (neither remembers which) asked, “Wouldn’t it be more fun to make games?

    and boom that was it..”

    The article as written by Ian Fischer is a well worthy read of any Ensemble fan and spans four pages of in depth detail about Ensemble Studios in the early days prior to the Microsoft acquisition. You can read the excellent piece in e-magazine form over at gamesource.

    —————–

    In another story long timer ES’rs Rob Fermier and David Rippy talk to GameZone discussing how the recession impacted on studios like Ensemble.

    Of all the studios that shut down over the last few years, the closure of Ensemble Studios was amongst the least expected. The critically acclaimed Age of Empires and Halo Wars developer had a great track record of quality games that sold well, reviewed strongly and won awards. None of that was enough to prevent its closure – former Ensemble luminary Bruce Shelley admits the company was perhaps too specialized, too expensive and had too many costly, unproduced projects. Fortunately, out of the demise of Ensemble were born several new studios, including Robot Entertainment, Bonfire Studios, Windstorm Studios and NewToy. – GameZone

    David Rippy who now serves as president over at Bonfire Studios commented:

    “It was really an amazing experience, I had the pleasure of working at Ensemble from day one and watched it grow from a few guys experimenting with a WinG tank demo into a really well-respected game company. Hardly anyone ever left Ensemble, so it truly felt like family. Tony Goodman (our studio head) created an environment and culture where people actually enjoyed going to work every day and even hung out on the weekends.

    We had a movie theater, arcade games, pool table, gourmet food … you name it! We certainly worked hard and crunched around major milestones, but we did it because we loved the games we were making. I think most former ES-rs will remember it as a really cool place to work, a great group of people who were completely committed to the company and their craft, and hopefully some of the most rewarding years of their life.”

    Rob Fermier, Robot’s Lead Programmer also waded in for comment and continues:

     “Ensemble was rare in that most of the people working there had been working together for many years, with a great deal of continuity. Being able to establish such deep working relationships with people was incredibly valuable, and we had strong bonds to each other and to the studio. I’ll most miss that sense of team that we had – a well established development process, a deep understanding in our area of expertise, and strong sense of studio identity. Such things take years to build, and once gone are lost forever.”

    Read the full article and additional comment from ES people over at GameZone

    Despite many Ensemble staff staying in the Dallas area some will have moved away and it is sad to remember a great studio being split up. Looking towards the future we are blessed to have the excellent talent from Ensemble Studios in four main studios – Robot, Bonfire, Windstorm and NewToy. I am sure the quality of games produced from these studios will echo the values and quality of those games developed as a team at Ensemble.

    As the larger studios continue to work on thier first production projects announcements and news are just around the corner. Keep a sharp eye on these studios – great things are coming!

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    15
    Apr

    Final part of Dusty Monk’s IncGamers interview – Talks about Windstorm projects and the future

    Dusty’s final interview part is now online at IncGamers. Having previously touched on MMO’s and the past at Ensemble Studios attention now turns to the future with Windstorm Studios. First up, how and why did Dusty choose to start up Windstorm? We know that Dusty was very passionate about the Halo MMO at Ensemble and must of been very saddened by the projects closure. It turns out that Dusty mooted the idea about setting up his own studio back in 2007 after Ensemble’s MMO project (codenamed “Titan”) was cancelled:

    Titan, for me, was really the dream job. When they killed Titan, I started looking at what Ensemble was probably going to be working on next. I’d already been saving up some money on my own, thinking about starting up a studio, and I decided then that now was the time. It’s never easy to jump ship and go off and do things on your own – you never know how it’s going to do. It’s especially hard if you’re married and you have children and you’re looking at the difference between a secure job, with benefits and with a paycheck, versus a completely and totally unsecure job creating a company that’s building the most expensive kind of game you can build, in an industry hit by the hardest recession that it’s ever experienced! So, yeah, it wasn’t a great time from an economic standpoint, but from a personal standpoint it was the right time for me. I’d just decided that with the severance money from Microsoft combined with my own savings, I had enough money to be able to float myself for a couple of years. I knew the games that I wanted to build, so I decided now was the time to go forward with that.

    Once the studio was set up Dusty and his studio immediately began work on some MMO prototypes before creating some excellent concept art and presentations to show for prospective game publishers. Unfortunately as discussed before there was some difficulty getting publisher commitment despite getting unanimous positive feedback about the game and the ideas. The problem is with the MMO genre is that the game development is very costly both at the beginning and in the games maintenance – servers, payments etc. Even though Dusty has come from working at a prestigious studio, Ensemble, publishers had difficulty in gauging what kind of company Windstorm was:

    For the first eight months of the company’s lifetime, we were working on our prototype. We finished that around September and the prototype has been largely received with great enthusiasm. From about September through January I shopped the prototype to a number of different publishers, both international and within the States, and all of them have without exception, said “We love the idea, love the project, but we’re just not ready to go forward yet – and part of the problem is that we’re just not sure there’s enough of a real company here.” And I get that; I can sort of relate to that.

    Its a tricky situation – approaching publishers with a brand new idea with a brand new unheard of company is always going to be a tough sell coupled with the high development costs and risk associated with the MMO genre things weren’t looking so good. However, not to worry as the MMO idea isn’t blown out of the water yet – Dusty is not one to give up so easily and has a plan for the studio going forward.

    So the plan of attack right now is to go forward with a smaller single-player game, and get that out there for people to start playing. This will serve as a sort of introduction to the world that we want to build. So from that standpoint, we’re still doing really well. We haven’t got our project funded by an MMO developer yet, we’re not going forward with the MMO, but we are going forward with the smaller project. I have every anticipation of having enough funds to finish the small project. We’ll get it out there, and then we’ll see how it goes from there. If the project is really well received, and people like the world and they like the game, then that will hopefully provide enough credence for the company that a publisher will come and go “Hey, this company has some legs, we feel like it’s a real legitimate endeavour. We love this idea and people are really responding well to this idea, so let’s go forward with that.” And if it doesn’t? Well, then we gave it a hell of a go.

    The single player game will be an RPG based on the same environment of the MMO project – a very exciting and unique world, futuristic, colourful with lots of flying cars. Its also great to hear Dusty is maintaining some of Ensemble’s fantastic development values as first introduced by Bruce Shelley:

    There are two design tenets that came out of my time at Ensemble, and these are actually originally Bruce Shelley’s design tenets, back when he was working on Railroad Tycoon. The first is: build a world in which people want to play. This means bright colours and bright palettes, and a very appealing place. This will be absolutely true for any game that Windstorm Studios produces. If you look at the very first copies of Age of Empires 1, you’ll see that it uses a lot of bright colours and a lot of bright palettes.

    The other is: make the first 15 minutes fun. If there are any design principles that are guiding the direction of Windstorm Studios games, it’s those two. Hopefully the first 15 minutes will be a good time, and it’ll be a place that you’ll want to play in.

    With values and traditions like these being carried forward I am certain people will be very interested to hear about this very unique game. As Dusty’s studio is hard at work on bringing us this exciting game be sure to keep an eye out on the studios website and follow the studio on Twitter. As development continues I am sure that later this year we will begin to see more concept art and then screenshots and maybe a video trailer.

    The estimate right now is to try and have something out there around November. That’s the plan of attack right now. Before that point we’ll make an initial announcement about the game itself, and then we’ll start trying to build some press, and some excitement, and some word of mouth, and talk about what the actual game is and the world that’s in the game and the characters, and stuff like that. I can tell you it’s not going to be a casual game – it’s very much going to be a character-oriented world-type game.

    Exciting stuff. Good luck Dusty and the team at Windstorm Studios!

    You can read the full part 2 of Dusty’s interview here at IncGamers:

    http://www.incgamers.com/Interviews/265/windstorms-dusty-monk-interview—part-two/1

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    13
    Apr

    Ensemble’s Halo MMO cancelled due to Microsoft wanting to pursue “Wii” like experiences

    Dusty Monk has been continued his talks with IncGamers this time expanding more on the cancelled Halo MMO codenamed “Titan” and believed to be titled Halo Universe. Confirming much of what we have read before that the change of management at Microsoft did not believe investment in the project was strategic and wanted to re-deploy resources in other games. The Halo MMO was upwards of a $90 million dollar project and there was even talk of new offices being built to support the studios MMO. However sadly the project didnt see the light of day other than some very early screenshots and concept art.

    “There was a bit of a changing of the guard at Microsoft at this time, Microsoft, from its gaming division, was really changing directions. They were looking really hard at the Nintendo Wii and they were really excited by the numbers that the Wii was turning. This was about the time that Microsoft decided that its Xbox platform and XBLA really needed to go more in the direction of appealing to a more casual, broader audience.”

    According to Dusty the MMO was going to compete directly with World of Warcraft by Blizzard Entertainment. Ensemble had taken on Blizzard in the Real Time Strategy genre with Age of Empires competing against Star Craft. The next step was to compete in the MMO space.

    “It was going to be the Halo MMO, and it was absolutely going to compete against WoW. You have to remember that Ensemble came from a standpoint of being really good at competing against Blizzard Entertainment. We had a pretty good history of knowing the types of stuff that Blizzard put into their games to make them really successful, and the kinds of things we’d need to put into an MMO to compete against Blizzard

    Just to give you a couple of examples, we were using a heroic stylised artform. This heroic stylised artform is exactly the artform that you see being used in Star Wars: The Old Republic right now. It’s timeless. It doesn’t age itself like a game that’s built with a strictly realistic artform does.

    We were developing a cover system. This cover system is in Star Wars: The Old Republic. We had the idea of quests – and like I said, this was between 2004 and 2007, before Warhamer Online had been released – but we had this idea of quests where you could participate and pull them together without having to be on the same team. This would be a public quest that everyone in a particular area could work on. That idea went into Warhammer Online.”

    Certainly sounds like a very exciting and thought out project. The game had been in development between 2004 and 2007 so a huge amount of work would have been put in by the studio. Once the team was informed the project was to be cancelled Ensemble lost a few key staff who later went onto join other studios to work on MMO’s. One of those was the now famous Gregg Street who joined Blizzard Entertainment.

    “We had all this incredible talent, we had the right people, the right passion, we had a phenomenally successful IP – the Halo IP.”

    The talent at Ensemble Studios would of been perfect for the MMO project. Looking at how Ensemble built up successful RTS games I have no doubt the MMO would of been incredibly successful as well.

    “Even though a lot of people talk about how you just can’t build a WoW killer, I absolutely believe that we could have built an MMO, if Microsoft had maintained their commitment, that if it hadn’t been a WoW killer it certainly would’ve competed.”

    All is not lost though. If you are after an MMO keep your eye on Windstorm Studios, Dusty Monk’s startup company out of Ensemble Studios. They are working on a single player RPG at the moment and if successful will launch into a full blown MMO. I look forward to seeing what the great minds at Windstorm come up with. Be on the look out for updates on the project later this year.

    Meanwhile stay tuned also for the full interview with Dusty Monk on incGamers where there will be more talk about Windstorm Studios.

    To read more about this article head over to IncGamers:

    http://www.incgamers.com/News/21928/cancelled-halo-mmo-details

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    2
    Apr

    Stephen Rippy “What Ive learnt at Bonfire”

    Hot on the heels of Robot Entertainment’s one year anniversary comes Bonfire’s own anniversary and is blogged about by musical genius Stephen Rippy.

    This evening, Bonfire Studios will have a small party celebrating the end of our first year as a company and the beginning of our second.  In honor of that sort-of startling milestone, I wanted to take a minute to look back at the past twelve months and maybe share a couple of things I’ve picked up along the way.

    Stephen talks about the transition from Ensemble Studios to Bonfire Studios. Turns out they didn’t move very far, just down a few floors in the same high rise building:

    The end of Ensemble Studios as an entity also meant the shuttering of the space we’d occupied for the previous ten years.  We were nearing the end of our jobs and our lease, and had nowhere to go but down.  So down we went, literally – ten floors lower in the same building.  And we did it ourselves.  Over a single feverish weekend, fueled by junk food, beer, and months’ worth of accumulated angst, we grabbed our inherited computers, desks, and full-sized arcade machines and hauled them down, one armload at a time.  There were cuts, bruises, and people walking around with refrigerators strapped to their backs, but at the end of it all, we had something that was our own:  a new home.

    The team at Bonfire have been working incredibly hard over the past year and while there is nothing to show just yet you can be sure these hard working developers will come up with a great game, perhaps more will be revealed at E3 this year.

    For all of that, though, we’re confident and excited about the future – and we hope you’ll come along with us!  To everyone here, congratulations on our first anniversary.  See you back here this time next year.

    Keep an eye on and read the full blog over at the Bonfire Studios website!

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    21
    Mar

    Paul Bettner responds to Ian Fischers open letter via Joystiq

    The debate continues between Paul Bettner and Ian Fischer as Joystiq have managed to press a response from Paul in regards to Ian’s recent open letter where he shed light on some flaws in Paul’s speech including falsifying his position as a manager who had some oversight into the way the studio was run and his title a “Creative Director” of which there was no position at Ensemble.

    One important point to highlight in the response is that Paul does believe Ensemble was a high quality studio that it was focused on delivering excellent games, and the studio did with each game selling millions of copies:

    In my opinion, Ensemble was one of the greatest game developers in the world. I loved Ensemble. I owe so much to the friends I was privileged to work with there for so many years. I am extremely proud of what we accomplished together and I said so in my talk. Our shipped titles and their legacy in millions of sales and numerous awards are an undeniable testament to Ensemble’s industry-leading focus on quality and fun.

    Here is the full response:

     “Ian and I did work together for over a decade. I value our relationship and I appreciate his letter. At Ensemble there were times where our individual philosophies on game development led us to different perspectives on how things should be run, as is evident in his response. When I read Ian’s open letter, it seemed to me that he was actually supporting many of the points I made in my talk (the usage of crunch, for example), even though we obviously disagree on how and why these factors contributed to Ensemble’s demise.

    That said, there is a message that I tried to convey in my rant that has still not gotten enough coverage:

    In my opinion, Ensemble was one of the greatest game developers in the world. I loved Ensemble. I owe so much to the friends I was privileged to work with there for so many years. I am extremely proud of what we accomplished together and I said so in my talk. Our shipped titles and their legacy in millions of sales and numerous awards are an undeniable testament to Ensemble’s industry-leading focus on quality and fun.

    Ian points out:

    ‘The truth of the matter is, Ensemble Studios, while certainly fond of numerous inefficient development practices, was no costlier or less efficient than any other developer of our caliber during this period of operation… yes, sometimes after we had steered hard left into the weeds, we needed to work long hours to get the car back on the road.’

    This is the fact that is striking to me: Even at one of the highest caliber game development studios in the world, we still utilized these ‘numerous inefficient development practices,’ including the use of regular, recurring unpaid overtime. Yes we were way better about this than some. We scheduled it in advance. We catered meals and had family nights when spouses and children would come to visit their busy loved ones. We viewed crunch as a management failure.

    But we still did it. On a regular basis.

    I hope that my rant shines a light on the quality of life issues that were present even at one of this industry’s greatest studios. I don’t think we should accept these practices as a necessary evil of game development. I think we can do better. I can do better. This is a call to action: our industry-wide reliance on mandatory unpaid overtime needs to stop.”

    I hope that now as independent studios groups like Robot, Bonfire, Windstorm, NewToy and Fuzzycube can operate with much less crunching – or in NewToy’s case, where lead by Paul Better, no crunching at all.

    Source: http://www.joystiq.com/2010/03/18/ex-ensemble-studios-lead-designer-responds-to-bettner-rant/

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    17
    Mar

    Ian Fischer responds to Paul Bettner in open letter

     

    Ian Fischer ex Lead Designer at Ensemble Studios and now working in the same role at Robot Entertainment has responded to Paul Bettners rant at the GDC where Paul claimed the studio was expensive, in efficient with low staff morale. As I discussed before these are only one mans views and do not reflect the whole studio. Many ES employees were very happy with the management of ES and followed ex ES leaders such as Tony Goodman into Robot Entertainment and David Rippy into Bonfire Studios. If staff wernt happy they simply would not have formed these new studios.

    However, Ian Fischer has taken the time to respond to each of Paul Bettners points at the GDC in an open letter on his personal blog. You can read the whole letter below however I recommend checking out the full posting on Ian’s website for comments.

    An open letter to Paul Bettner

    Paul,

    You and I worked together at Ensemble Studios for more than a decade.   I respect your right to your own opinion and your right to state it.  However,  I take issue with the manner you have decided to speak about your displeasure with “crunch culture” at the 2010 GDC. 

    In several email exchanges, you seem to indicate that your comments are being taken out of context but you need only visit any of the summaries regarding your talk to see the message you have given people: 

    Escapist – Ensemble Studio Member Blames Crunch For Failure

    Eurogamer – Crunch Culture Killed Ensemble Studios

    Edge – Crunch Brought Down Ensemble

    Industry Gamers – Halo Wars Developer Talks About How ‘Crunch’ Destroyed Ensemble

    Devlop Online – Crunch Culture Killed Ensemble

    Joystiq – Recently laid-off devs rant about being recently laid off

    You have given people the impression that Ensemble was inefficient and expensive.  

    It is true that each of our games cost more to make than the last.  This was not unique to Ensemble and had nothing to do with a “crunch culture”.  Between Age of Empires in 1997 and Halo Wars in 2009, game development budgets, team sizes, and schedules increased across the board.  This was primarily fueled by the maturation of 3D and publishers adopting portfolio strategies focused on big-ticket “blockbuster” games.  

    Ensemble danced to this tune and shipped five major titles (each of which gained membership into the million+ club) and four expansion packs (five if you count the one developed by Big Huge Games) during this period.  I invite you to compare that to our peers — take a look at the number of games put out by Valve or Blizzard or Epic during the same time and speak with the people we know at these studios about their budgets and teams.  The truth of the matter is, Ensemble Studios, while certainly fond of numerous inefficient development practices, was no costlier or less efficient than any other developer of our caliber during this period of operation.

    You have given people the impression that Ensemble burned out our best people.

    Your comments include statements regarding chasing people out of the industry, destroying “precious artists”, wrecking families, and causing people to “sacrifice their youth”.  

    Ensemble enjoyed a reputation as a place you didn’t leave.  Our retention rates, including people who did not exit the company voluntarily, were in the vicinity of 90%.  You will find few developers who can claim this at all and you will find none amongst the ones who actually “wreck families” or ask people to “sacrifice their youth”.  

    Of the people who were once in the studio, the vast majority are still in the games business.  Of the people who worked at other developers prior to Ensemble, the most common complaint was that the studio was too lax, that we allowed our people too much freedom and did not hammer individuals for playing games or not being at their desks by the official start of the workday.  There were certainly people at Ensemble who did not like working long hours for extended periods (all of them, in fact) but your implication that it was a place that used people up is wholly untrue and contrary to all evidence.  

    You have given people the impression that Ensemble accepted crunch. 

    The leadership of Ensemble Studios saw crunch as a failure.  While it was certainly used, it was never “institutionalized” or accepted.  Tony Goodman, Harter Ryan, Chris Rippy, and David Pottinger, in particular, worked to eliminate or at least reduce it constantly and we improved this with each game. 

    Prior to Halo Wars, which required what it did for the circumstances surrounding the closure of the studio, we had crunches that were scheduled in advance, typically for two weeks in duration, with extra hours (usually 10 until 10) four days a week, normal Fridays and weekends off, with chefs who came in to cook meals for the team twice a day, usually a family night during one of the weeks, with a month or so of extra paid vacation after a game shipped.  That was a far cry from the do-or-die conditions during Age of Empires and the leadership was still upset about having to ask people to do it. 

    You have given people the impression that the closure of Ensemble was somehow a “fiscally responsible decision” and that Ensemble is to blame for the closure. 

    Every single game Ensemble Studios made, across more than a decade, paid for it’s development and made a profit.  Microsoft had it’s reasons for closing the studio but to imply that it was because we cost too much is fiction.  ES enjoyed a long relationship with Microsoft (as many ex-Studios people now at Robot or Bonfire still do), first as a partner and then as part of the corporation after 2001 – if, at any point, the leadership in Redmond wanted to reduce the cost of making games in Dallas, they could have done so with a phone call.        

    You have given people the impression that you speak with authority.

    By apologising for your inactions “as a manager”, you suggest that you were a manager and therefore imply that you have some insight into the operation of the studio or into the justifications for our closing.  You were never a member of the management team at Ensemble Studios.  For that matter, neither you, nor anyone else, was “Creative Director” at our studio.  You were in no way involved in any of the conversations between Ensemble’s and Microsoft’s leadership regarding the closure of the studio.

    As I said, I respect your right to have and state your opinion.  I would request that you not suggest or allow people to assume that you speak from a position that you did not hold.    

    Since we’re on the topic of looking back on mistakes we made, I will leave you with this:

    All of us knew what Ensemble was and we signed on for it willingly (including Microsoft, who purchased us in the middle of developing our third game with them and who knew what we were like).  Of the “old timers”, none of us wanted to work at a factory, beholden to a rigid schedule, cranking out mediocre games to keep the lights on and we did our best to attract like-minded individuals.  We wanted the freedom to try things, to experiment, and to set our sights on unreasonable goals (an attitude very similar to the “65% of the impossible is better than 100% of the ordinary” espoused by Google). 

    We exercised that freedom and certainly valued it far more than efficiency.  With that independence came the responsibility to actually get things done on occasion so, yes, sometimes after we had steered hard left into the weeds, we needed to work long hours to get the car back on the road. 

    If you want to find mistakes with what we did, I’d suggest that those trips into the weeds, looking for new territory, with a partner who wasn’t fond of being there, was more our error.  Had we decided to crank out RTS after RTS instead of chasing after the MMOs and FPSs and RPGs and RTS-differents we constantly had in prototype, I’m sure we would have been a more efficient studio that could have operated with zero crunch. 

    The vast majority of us didn’t want to do this.  I’m glad for that.

    Regards,

    Ian M. Fischer

    Certainly a very insightful response into the runnings of Ensemble Studios. Sadly its a shame that comments in this letter is unlikely to make it into gaming news websites and the reputation of Ensemble may well have been damaged with the recent press. I hope that fans of the studio can draw there own conclusions from the facts above.

    See the full post on Ian’s blog

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    14
    Mar

    Paul Bettner of NewToy says Ensemble demise due to company culture

    News is spreading around that Paul Bettner an ex Ensemble programmer has had a bit of a “rant” at the GDC explaining that Ensemble Studios should not of blamed Microsoft for the studios closure and should instead look at failings with the company culture at Ensemble Studios. In what has proven to be such a shock read from an ex-Ensemble employee which certainly damages the excellent working environment Ensemble was credited for he says:

    “The reality is that every single game we shipped took twice as long as we said it was going to take, and cost twice as much to make.

    “Microsoft is a public company, they answer to their shareholders, and we were simply too expensive.”

    Ouch.

    But wait, theres more:

    “Ensemble had a company culture where everyone was a workaholic, developers worked late and slept at the office, and were addicted to the rush of success of the Age of Empires series.

    I watched this happen and I did almost nothing to stop it. As an employee, and later as a manager, I didn’t take a stand. I just kept hoping for that next high”

    “This is a horrible vicious cycle. We burn out all our best people. We destroy these precious artists, we wreck their families and we sacrifice their youth. So they leave, and they take all their experience with them.”

    Some pretty shocking comments there which resulted in huge applause from the GDC audience, perhaps with other developers agreeing that there is way too much pressure in the industry with these “crunching” hours.

    This is the first time we have had an Ensemble Studios employee almost attack the way the company was managed but we must remember on the other end of the scale that alot of people stuck with Ensemble once the studio was told it would be closed down and ironically Dave and Paul Bettner were one of the first employees to leave and start NewToy before Halo Wars was completed.

    These are one mans comments and do not reflect the thoughts of the whole studio. 45 employees followed Tony Goodman to start up Robot Entertainment so there must of been confidence in the highest management. Perhaps lessons have been learnt about crunching hours and the new Ensemble startups are paying closer attention to how staff are looked after and how studios are run to ensure talent does not leave whilst at the same time balancing budget and hitting milestones. Now with studios like Robot and Bonfire being fully independent there may be less pressure to meet publisher demands, hopefully.

    Source: http://www.eurogamer.net/articles/crunch-culture-killed-ensemble-studios

    Sidenote:

    It should also be noted that Robot Entertainment sponsor the International Game Developers Association and therefore stands by the values and principles behind the IGDA “Quality of Life” white paper. If there were any issues at Ensemble these should now have been addressed with the management at Robot Entertainment. Robot Chief Operating Officer, Patrick Hudson comments on the IGDA website:

    Robot Entertainment is proud to support the IGDA in its ongoing mission to make the game development community a better environment for all of us.

    This comment is not related or a response to the Paul Bettner discussion and has been present on the IGDA website for quite some time prior.

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    9
    Mar

    Halo Wars community unhappy with Waypoint migration

    Since Halo Waypoint’s take over of the Halo Wars community from March 1st there has been a large dissatisfaction with the new moderation team.

    The overall feel of the community can be summed up from this screenshot taken on the 9th March 2010.

    (click to enlarge)

    Notice how after 2.5 days the post still has not been removed by Halo Waypoint. There are many other similar threads.

    So far the migration to Waypoint has only demonstrated a lack of commitment from Microsoft about the Halo Wars Community. If Waypoint is not equipped to deal with the Halo Wars Community then arrangements should of been made for Robot Entertainment to continue the support under the community leadership of Duncan “Aloysius” Stanley who has been moderating the forum for over a year at Robot and longer in his role as “Lethe” at Ensemble Studios.

    Hopefully Waypoint will react to the posts and start properly moderating soon.

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