Microsoft publish Age of Empires 3 copies without informing Robot Entertainment of CD-Keys
Microsoft has, bewilderingly released new copies of Age of Empires 3 and its set of expansions including the newly released Age of Empires 3 Collectors edition. One would imagine that Microsoft would be contacting Robot Entertainment so that they can prepare the Ensemble Studios Online (ESO) server to accept the new CD-keys enabling purchasers to play the game online. However it seems that Microsoft have been less forthcoming with Robot Entertainment about these re-releases by not informing Robot Entertainment about these new CD keys leaving purchasers bemused that copies of the game are invalid.
Perhaps someone at Microsoft is emailing the wrong person and has forgotten that the @ensemblestudios.com email address has been shut down.
One must worry from this news about the quality of communication from Microsoft to Robot Entertainment following the closing of internal studio Ensemble. It is sad that poor performance from Microsoft is potentially adversely affecting the reputation of Robot Entertainment who end users believe is offering the support for ESO. Community Manager for Robot Entertainment, Duncan Stanley says:
Microsoft, the publisher of all of the Age of Empires III games and expansions, recently released new copies of the game, and the expansions.
When they did this, they did not give us, Robot Entertainment, the cd-keys first to upload to our server so that people who buy the game can authenticate and create accounts. Because of this, users may get Error 100 [Bad CD-Key] when trying to create or upgrade an ESO account.
Microsoft and Robot Entertainment are aware of the problem, and we are working to resolve it as speedily as we can.
We will upload the cd-keys to the server as soon as we get them.
We apologize for the frustration.
We will keep you posted on updates with this unfortunate situation
Mysterious “Age of Empires” press folder revealed to be announced as a Age 3 Collectors edition
The mysterious press folder found on a website which handles Microsoft press releases for the games division has finally been filled with Age of Empires content. Unfortunately it is not a new Age of Empires game as first hoped. Instead Microsoft will finally release all three Age of Empires 3 games (the original plus the two expansions). Until now only Age 3 and the Warchiefs expansion have been bundled together and players have had to purchase the Asian Dynasties separately. Now all the Age 3 content can be picked up in one handy box set.
Interestingly and sadly, this may be the last box art which we see bearing the Ensemble Studios logo having first thought Halo Wars may be the last.
So where does this leave the Age of Empires series going forward? It has been reported before in a gamesindustry.biz interview with Phil Spencer of Microsoft Game Studios that:
And we do have a plan for Age of Empires, and it is something we’ll continue to push, it just didn’t require that we had Ensemble Studios as an entity inside of MGS in Dallas, as full time internal employees, as a studio that would be the sole source of Age content going forward.
So hmm.. lets hope there is a plan for more new Age content going forward hopefully to be developed by ex Ensemble teams.
Rumor: New “Age of Empires” coming?
Cinema Blend is reporting that they have stumpled accross a new “Age of Empires” folder on Microsoft’s press server. The new folder was created on the 22nd of September and with the PAX games conference starting tomorrow they reckon it might be possible that a new Age of Empires could be announced.
No word who would be developing the title as Robot Entertainment and Bonfire Studios claim to be focussing on new IP. It is currently unknown if despite this any Ex Ensemble Studios group would be taking the series forward.
Watch this space closely! Follow www.twitter.com/remember_es for updates!
PAX begins tomorrow and it’s possible we could see a big reveal from Microsoft. Specifically, there might be a new Age of Empires unveiled.
At some point last night, a folder entitled “Age of Empires” was created in the press directory of Microsoft’s outside PR firm (via GMR FM). There’s nothing in said folder yet, though. PAX runs from September 4-6 so perhaps it’ll be filled with screenshots and movies of some glorious new AoE game during that period of time.
http://www.cinemablend.com/games/Rumor-New-Age-Of-Empires-Coming-19671.html
Ex Microsoft publishing exec Ed Fries talks to Gamasutra
Ed Fries has recently been involved in a “looking back” interview with Gamasutra. The ex Microsoft Game Studios executive was responsible for starting the Microsoft Games division and controlled it right up until the launch of the Xbox 360. Ed Fries is significant as he lead the acquisition of Ensemble Studios after the Age of Empires series proved to be a big profitable hit for the new division.
By then, we were up to maybe 5 or 600 people… and some weeks we would be the leading PC publisher in the country. We weren’t as big as Electronic Arts in general at the time, but we were getting there.”
It has become clear that it was only after the acquisition of Ensemble Studios that Microsoft was able to reap the rewards of the games division. The success of Ensemble games lead to Microsoft increasing investment in the games division enabling them to start looking at home consoles and acquiring more studios such as Bungie, Lionhead and Rare.
That, says Fries, is when “these crazy guys walked into my office and told me they had this idea to get Microsoft into the console business. They were from the DirectX team, and they wanted to make this thing called the ‘Direct X-Box.”
Direct X-Box, of course, was truncated to ‘Xbox,’ — and “marketing hated the name,” says Fries. “They went off and created this whole, long list of better names for the machine.”
In focus testing, the marketing team left the name ‘Xbox’ on that long list simply as a control, to demonstrate to everyone why it was a horrible name for a console. “Of course, ‘Xbox’ outscored, in focus testing, everything they came up with. They had to admit it was going to be the Xbox.”
The Xbox was greenlit by Microsoft upper brass, giving Fries and his team less than two years to pull together the first-party launch lineup. “We were lucky to team up with people like Bizarre Creations to create Project Gotham Racing… and Bungie, we did the acquisition at that time.”
In 2004 Ed Fries left Microsoft Game Studios at the 360’s launch having developed the division from scratch for some 18 years. With the departure of Ed Fries the division was shaked up with alot of new management being brought in for the division. Bruce Shelley of Ensemble Studios frequently suggested that relationships with these new execs was not as good as those under the old leadership.
The Gamasutra interview provides good insight to what Microsoft and Ed Fries wanted Microsoft Game Studios to be, before and after Ensemble Studios and other studios were acquired.
Halo Wars leaderboards reset update – the stats aren’t coming back
After the major screw up on behalf of the Xbox Live team all the Halo Wars leaderboards and stats have been permanently lost. Leaderboards for single and multiplayer along with TrueSkill will not be restored and the game is back in Launch day stats.
Needless to say this is a shocking revelation that the systems running Xbox Live could lose such massive amounts of data and not be able to restore it in any timely fashion. One must note that the loss of data was in no way related to Robot Entertainment and they had no control over the loss of data. However, they have kindly put together an FAQ on the Halo Wars website which details the specifics of whats gone wrong and whats going to happen.
Major Nelson of the Xbox Live team has updated his blog as follows:
I wanted to make you aware of an unfortunate incident that has resulted in the loss of all data on the Halo Wars Xbox LIVE Leaderboards. This includes all singleplayer, multiplayer and Trueskill leaderboards, as well as all matchmaking data, resulting in the Halo Wars leaderboards being reset to original launch day status.
This was human error related to Xbox LIVE servers. It is not a broader service issue and will not impact other titles or Xbox LIVE experiences. The Xbox LIVE team is investigating the cause to prevent this from occurring in the future.
Thank you to Robot Entertainment for working with us through this issue and thank you to our Halo Wars community for your patience as we’ve sorted this out. On behalf of everyone at Xbox LIVE, I’d like to apologize for the incident and any frustration Halo Wars players have experienced in having their statistics disappear from the Leaderboards. You can rest assured that we’re putting processes in place to prevent this from happening in the future.
http://majornelson.com/archive/2009/07/30/halo-wars-leaderboards.aspx
Concerned players should check out the lengthy FAQ page.
Robot Entertainment chooses the Trinigy Vision Engine for next game
Robot Entertainment’s lead programmer Vijay Thakkar has today revealed that Robot Entertainment has signed an agreement with Trinigy to use the Vision Engine for the studios next original IP game. The licensing agreement with Trinigy grants Robot Entertainment the rights to develop a multi-platform game for its new IP using Trinigy’s Vision Engine. Robot’s Vijay Thakkar had this to say on the matter:
“The Vision Engine has clearly been designed with a focus on a powerful set of engine features that do not compromise full developer flexibility,” said Thakkar, in a statement. “Throughout our evaluation of the industry’s premium engines, the Vision engine consistently stood out in terms of performance and how quickly our developers could see their ideas running in game. The stellar level of support, integration of third-party technologies and robust architecture made choosing the Vision Engine an easy decision for our studio and has allowed us to quickly build momentum on our new project.”
One might wonder why Robot is choosing to go down an external engine route. In the past Ensemble Studios has written engines from scratch including The Age 1 & 2 Engine “Genie”, Age of Mythology and Age 3 engine “Bang” and the Halo Wars engine. With the closure of Ensemble Studios it is not known how much support Robot and other studios have been given with regards to the old Ensemble engines the team has created. As Microsoft own the rights to all engines and designs under Ensemble it is presumed that Robot would need to have reached an agreement with Microsoft to use these old tools. However using a 3rd party engine is certainly not a bad thing as it reduces the time Robot has to spend developing a new engine. Instead they can get stuck right in with existing tools and framework allowing them to get the game ready more quickly than from scratch. – And we’re all looking forward to that!
In case your wondering what types of games have been developed using this engine here’s a brief sample:
| Helldorado | Spellbound / dtp & Playten | PC |
| The Show | 16Tons / Take 2 | PC |
| Dungeon Hero | Firefly Studios | PC, Xbox360 |
| ZedCity | Zed Group | PC (MMO) |
| Warlord | Neowiz Corp. | PC (MMO) |
| CrossRoads | Nassons Entertainment | PC, Xbox360 |
| Wii Relax | Frame Studios | PC, Wii |
One might notice there is alot of PC titles in the list! Perhaps a hint? You can find more details about the engine on the companies official website. They are handily have an office located in Austin, Texas – perfect for Robot Entertainment based near by.
The whole press release can be found below and a link at the bottom to the GamesIndustry.biz article – well worth checking out for those interested!
Austin, TX – July 28th, 2009 – Trinigy, an industry leading 3D game engine provider with over 100 licensees and offices in Germany and Austin, TX, today announced a licensing agreement with Robot Entertainment, Inc., a world-class independent entertainment software company located in Plano, TX. Robot Entertainment will use the Vision Engine on a new, undisclosed IP currently in development.
Started by many of the original founders of Ensemble Studios, Robot Entertainment has a staff of 45 developers comprised entirely of former Ensemble employees. The new company’s team developed the hit franchise Age of Empires™, which sold over 20 million units worldwide, and the recently released hit Halo Wars for Xbox 360™. Robot Entertainment recently announced it will continue working with Microsoft Game Studios to create additional Halo Wars content and support online gaming and communities for both Age of Empires and Halo Wars. The company also announced ambitions to create its own original IP, though no specifics are available yet.
The licensing agreement with Trinigy grants Robot Entertainment the rights to develop a multi-platform game for its new IP using Trinigy’s Vision Engine. In doing so, Robot Entertainment joins a growing list of outstanding developers worldwide that have licensed the Vision Engine, including Ubisoft, Take 2, Firefly and the recently announced MunkyFun, Nitro and Spellbound.
“The Vision Engine has clearly been designed with a focus on a powerful set of engine features that do not compromise full developer flexibility,” said Vijay Thakkar, lead programmer at Robot Entertainment. “Throughout our evaluation of the industry’s premium engines, the Vision engine consistently stood out in terms of performance and how quickly our developers could see their ideas running in game. The stellar level of support, integration of 3rd party technologies and robust architecture made choosing the Vision Engine an easy decision for our studio and has allowed us to quickly build momentum on our new project.”
“Robot Entertainment has the experience and talent to make groundbreaking games that set new standards in the industry,” said Daniel J. Conradie, president and CEO at Trinigy Inc. “Our success and momentum continue to be validated by distinguished AAA teams like the one at Robot Entertainment. We are excited to support this extremely talented team on their next eagerly awaited title.”
About Trinigy
Based in Southern Germany, and with an office in Austin, TX, Trinigy is a privately owned company committed to selling groundbreaking game engine technology and first-class support to video game and serious game development studios across the globe. Engineered to provide more creative and technical freedom, the company’s Vision Engine is currently in use in more than 100 commercial game productions by well-known companies such as Ubisoft, Take 2, Dreamcatcher, NeoWiz, Spellbound, Nitro Games and more. The Vision Engine has proven its versatility in a multitude of game genres, including real-time strategy, racing, first-person shooters, role-playing games and massively multiplayer online (MMO) games. It is available and optimized for performance on PC (DX9, DX10), Xbox360™, PLAYSTATION®3, Nintendo Wii™, XBLA™, PSN™ and WiiWare™. For more information about Trinigy, its Vision Engine or its technology partners, please visit: www.trinigy.net.
About Robot Entertainment
Based in Plano, Texas, Robot Entertainment is a world-class independent game development studio owned and operated by many of the founders of Ensemble Studios. With a team that has proven experience and expertise in creating games that appeal to massive audiences, Robot Entertainment is focused on titles that set new standards for their respective genres as well as groundbreaking original IPs. Robot can be found on the web at www.robotentertainment.com.
http://www.gamesindustry.biz/articles/robot-entertainment-selects-trinigys-vision-engine-for-new-ip
Looking forward to hearing more about the games development!!
Halo Wars artists blog – how to make Halo look like Halo… without Bungie!
Paul Slusser talks today about how the artists at Ensemble tackled the prospect of creating art for an existing IP. The blog notes that it was not a simple copy and paste from Bungies art files and that Ensemble had to put alot of work in from scratch designing art models for units and buildings. A good read, you can find an extract and link to the blog below:
First thing we always do is start gathering as much reference material as we can find; downloading screenshots from the internet, getting marketing material from Microsoft, and the most obvious one, asking Bungie for all their art files. That last one seems like a no brainer right? After all we are both part of Microsoft and they own everything, right? Nope. As it turns out it’s really hard to get in contact with someone at another studio to provide assistance, when that company was behind schedule on their latest installment of Halo AND we had no idea about the negotiations they were having with Microsoft about becoming an independent studio again. It didn’t take long to realize that our concept department would be on their own in figuring out this art style.
The UNSC and Forerunner had to maintain the same geometry angles throughout their structures and vehicles while the Covenant had to maintain the same curvy organic look in theirs. The UNSC vehicles and Spartan armor all had a similar green metallic look that we tried to emulate with our materials. Using a similar Army green with a broad, gold, specular highlight worked really well for our camera distance and sun angle.
Halo Wars fatality system – new blog
Once upon a time there was an idea at Ensemble to include a fatality kills system into Halo Wars (think Mortal Combat, Street Fighter). Charles Tinney an animator on Halo Wars talks about what these might of looked like and includes some animation drawings and video. Surprisingly the videos are in Quicktime format, despite the Halo Wars website being a Microsoft owned site!
Heres an extract and a link below:
There are two animations I want to focus on in this production diary. I want to highlight these because I took time to thumbnail and choreograph them; which is typically something I don’t have time to do at a video game studio. So, I really tried to get it right. Both of these are exploratory animations developed to have a loose visual guideline for what the fatality system would look like. Fatalities in Halo Wars happen when one awesome melee powerhouse, such as the Arbiter, kills one of the other infantry units.
http://www.halowars.com/news/devblog/archive/2009/06/12/Animation-Exploration.aspx
Gamesindustry.biz interviews Peter Molyneux and Phil Spencer – says Ensemble and other studios “wernt the core focus of MGS”
The good folks at Gamesindustry.biz have a new interview between newly created “Creative Director Europe” Peter Molyneux and Phil Spencer. Indeed if you didnt know, studio head at Lionhead Peter Moloyneux has recently been promoted to look after all of the Microsoft studios in Europe along with Lionhead.
One question in the interview was as follows and refers to the reasons behind removing some studios (Ensemble, Flight Sim and cuts at Rare) to focus on Live, Natal and other “core focuses”.
Q: The past six to 12 months saw studios close and staff laid off across Microsoft. Is Peter’s new position an effort to refocus Microsoft Game Studios after such a significant shake-up internally?
Phil Spencer: That’s exactly right. I moved into the role of head of worldwide studios when I came back from London and one of the first things I did was try to think of all the strategic initiatives that all the different studios thought they were on and I drew this chart and had ten or eleven different things on there. And I recognised from that, as an organisation we need to focus. We have great talent in the organisation but we need to make sure that talent is really focused on fewer things that we can do extremely well.
The downsizing that we went through was more about removing things that weren’t a core focus of the organisation and creating scale and space for us as leaders to think deeply in the areas that are going to be critical in terms of our long-term success. Live is a crucial area for us, for example. And since that time we’ve hired a significant number of people back into the organisation and I expect we will refill all of those positions and even more. The acquisition of Big Park was perfect, we’ve been working with them for over a year on Joy Ride and what we found was a studio of people that were really committed to online, free-to-play, micro-transactions and building new IP. It made sense for us to work together more closely and that’s why we went through the acquisition. It’s about getting focus behind the initiatives that really matter.
So there you have it.. it basically confirms from other MGS leaders what Shane Kim was talking about a few weeks ago when he said that the talent at Ensemble didnt fit into the areas they wanted to explore.
You can read the full interview here:
http://www.gamesindustry.biz/articles/microsofts-peter-molyneux-and-phil-spencer
And more on the original Shame Kim interview about the ES closure over here:
Halo Wars Strategic Options

In case you haven’t already noticed.. Halo Wars strategic options DLC has been released! The community is buzzing at the HaloWars.com community and you can check out all the action in the official thread. Be on the lookout for comments from Robot developers and rest assured they are watching, gathering feedback.
My thoughts? The DLC is fun and is entertaining, its very enjoyable to play for fans of the game and introduces some new play styles which really make you think about new tactics and strategies in order to win.
Unfortunately though there is no multiplayer online except for party games for a majority of the new modes. Alot of players have expressed some sadness about this so I wanted to highlight comments made by Dave Pottinger about the issue:
“None of the DLC was on the disc when it shipped. The game modes are a small download because they are rules. There is some new content, but it’s obviously a different type of content compared to a map. Also, the recent patch added a bunch of missing support/engine groundwork for both DLCs.
We are limited in the number of matchmaking buckets we can use due to Live. We left a bunch of buckets available for the DLC, but perhaps we made too many team oriented buckets. We’ll evaluate changing/modifying that as we get feedback. FWIW, since the DLC modes are generally more team-based than the default game, we skewed the new hoppers to be team-focused as well.” – Dave Pottinger.
Hopefully Microsoft might be able to extend the number of multi player buckets available for their first party game. If not it is possible based on feedback that Robot will be able to mix and match modes as per gamer feedback.
So.. if you want to make your voice heard head over to the thread!




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