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Posts tagged ‘Closing’

10
Oct

Kenny Newell interviews Tony Goodman. Ensemble Studios, Robot Entertainment and PeopleFun founder

Fantastic news for all Ensemble fans. Our expert audio interviewer Kenny Newell has managed to bag an absolutely superb interview with Tony Goodman, founder of Ensemble Studios. Tony was kind enough to invite Kenny into his house to talk about Ensemble and his newest venture, PeopleFun over dinner. The hour long interview takes fans right through Tony’s video gaming career starting right at the beginning when Tony first formed Ensemble Studios with close friends and colleagues from Ensemble Corp. This interview is an absolute must listen for all Ensemble fans where for perhaps indeed the first time you can listen to Tony first hand explain how the Ensemble journey began and his motivations. There is great insight into life at Ensemble and how the Age games came together. The Ensemble Studios acquisition by Microsoft is also discussed at length. Read moreRead more

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20
Nov

End of the road for Halo Wars as Microsoft shuts down community website

Earlier this week Cocopjojo of the Halo Wars community moderation team at 343 Industries announced that they plan to close the Halo Wars community website in its entirety as of December 15th 2010. No doubt this decision is part of Microsoft “exciting plans” for the community. Read moreRead more

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26
Aug

Platform Nation’s final part in the Remembering Ensemble Studios series

 

Platformnation.com now has the final part of the three part series on remembering the fallen studio, Ensemble Studios The article is a fantastic resource for people looking about Ensemble history and how they came to become one of the most successful video game studios. Starting from the beginning with Age 1 right up until the unfortunate end  Steven Buccini takes us through the Ensemble Studios legacy.

Part 1 (Age1 to Age 2)

Part 2 (Age of Mythology to Age 3)

 Part 3 (Halo Wars and the closing of Ensemble)

A great set of articles, thanks Steven!

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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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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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31
Jan

GamersGlobal.de interview Bruce Shelley “Closing Ensemble was a mistake”

 

Bruce Shelley has been interviewed by a German online magazine GamersGlobal.de. Most of the interview talks about Settlers 7 and Bruce’s role in the games development. It looks like he’ll be bringing accross Ensemble game design philosophies such as playtesting and making the game easier to play for gamers. However if you listen to the first few minutes of the interview Bruce talks about the closure of Ensemble Studios where he believes it was a mistake and says that the studio was closed due to Microsoft thinking it wasnt a strategic studio anymore. He goes onto say that Ensemble were making different games outside of the genre but those games kept being cancelled by Microsoft. Clearly Microsoft did not give the studio a chance to explore titles outside of the RTS genre,  a big shame on Microsoft.

Check out the video below:

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17
Aug

Ex Microsoft publishing exec Ed Fries talks to Gamasutra

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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.

http://www.gamasutra.com/php-bin/news_index.php?story=24831

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15
Jun

Gamesindustry.biz interviews Peter Molyneux and Phil Spencer – says Ensemble and other studios “wernt the core focus of MGS”

ensemble_studios_logo

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:

http://remember-ensemblestudios.com/?p=640

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