Dave Pottinger responds to Halo Wars fans about DLC pricing

There is alot of talk amongst the HaloWars.com community of unhappiness with the DLC pricing at 800 MS points for three brand new game modes. I thought I would quickly add my thoughts on the matter. I think the game modes are alot of fun espcially re-inforcements mode which is great fun online. Its also good to see a change from the rushing trend online with these new modes which require new thinking on ways to win. For 800 MS points its certainly alot of sustained entertainment. You can play lots of games of Halo Wars DLC, but you can only complete say Fable 2 DLC once.
But anyway, enough of me and more of the Lead Designer at Robot. Here’s Dave Pottinger’s light statement on the matter as posted on the Halo Wars forums. Ive added some emphasis as well.
“MS asked us to make some DLC. We chose to do that. We made a proposal back to them with what the DLC contents would be. After some back and forth, they agreed. They set the price. They alone control this. HW is a MS franchise and they have guidelines for how much stuff costs. That said, yes, we knew what the price would be.
Personally, I think the price is fair. It’s clear that you guys do not (overall). We can disagree on that, particularly since no one is forcing you to buy it:) It’s worth pointing out that map packs are easy to figure out. They’re easy to make. They’re especially easy to price. Game modes for a strategy game on the console are less clear-cut. We knew there would be some consternation over the modes coming out as the first pack, but we thought it was something that would be very popular. Time will tell. If there was a mistake made with the pricing, then I’m confident that will bubble up in the pricing analysis.
Overall, the based on what folks are playing right now, I’d say a) the DLC is popular and b) the DLC is doing its “job” in refreshing the feel/community for the game. Someone made the comparison to Horse Armor. That’s an ironic comparison given that, to date, the Horse Armor remains in the top 5 or top 10 “most purchased DLC items” (at least based on the last numbers I saw).
Anyhow, we (and MS, I imagine) have clearly got the feedback on the pricing.”
Robot delivers Halo Wars matchmaking changes in response to feedback

Its great to see that fan feedback is respected by Robot Entertainment who have hours after the DLC’s release already implemented changes based on gamer feedback- thats fantastic. It is now possible to play 2v2 Reinforcements non-party!
I have just played a game myself and it is very fun! I encourage everyone to pick up the DLC and play re-inforcements online. You wont be disappointed!
Here is the word from Aloysius on the homepage of HaloWars.com :
Halo Wars DLC #1 ‘Strategic Options has hit the Xbox Live Marketplace, and fans are getting their first taste of the action. We at Robot feel that the new game modes, Reinforcement, Keep Away and Tug of War are best enjoyed as part of a team, so we put in a lot of team game searches. We realize that this leaves out some fans who do not play team games, so we are introducing a new system to rotate in different searches so that everyone can find a game type they want to play.
Players with the DLC who search for games will see 2v2 Reinforcement (non-team) tonight, and next week we will be rotating in 2 new search types, so that fans can play different 1v1 and 2v2 game types without having to be part of a team. We’ll be watching the forums and gameplay statistics to better align matchmaking with what fans want in future updates.
Check out the new DLC here Halo Wars DLC on Xbox Live Marketplace.
Robot Entertainment – working on a resolution to Halo Wars DLC
Robot Entertainment is working on a resolution to complaints on the Halo Wars forums that most of the new DLC games are not playable online without being in a party. Its being worked on right now infact. Expect a change of game rooms. Have faith in the Robots, they’ll sort it!
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!
Halo Wars DLC is released by Robot Entertainment!

Hot off the press! Halo Wars DLC has been released on Xbox Live for 800 points! I shall be reviewing the DLC shortly but in the meanwhile I suggest you check out the official blurb below on halowars.com
“Halo Wars” fans can continue the fight in the best selling real-time strategy game on any current generation console. Mixing up the battlefield like never before, Microsoft and Robot Entertainment unleash new game modes in “Strategic Options” today on Xbox LIVE Marketplace for 800 Microsoft Points.
“Strategic Options,” the first Game Add-on for the wildly popular “Halo Wars,” introduces new ways to compete while challenging players to rethink their battle strategies in both single and multiplayer skirmish gameplay. The three new game modes included in the new Game Add-on are:
- Keepaway Mode: In this “Halo Wars” adaptation of Capture the Flag, teams will battle it out to capture a free-roaming Forerunner Sentinel to score points before the other team. The number of Sentinels needed to win scales with the number of combatants.
- Tug of War Mode: Players must build a stronger army than their opponents to succeed. Defeating enemies is essential, but success is determined by a combination of the army, buildings and resources left standing in the end.
- Reinforcement Mode: Players must adapt their tactics and use the ever-changing set of units to outwit and outlast the enemy, all the while facing successive waves of incoming units.
The “Strategic Options” Game Add-on is available on May 19, 2009 on Xbox LIVE Marketplace for 800 MS Points. “Halo Wars” is rated T for Teen by the ESRB and 16+ PEGI and is available worldwide exclusively on Xbox 360. A demo is also available on Xbox LIVE in all LIVE enabled regions worldwide. For more information including screenshots from the “Strategic Options” Add-on, visit Xbox.com/Halo or HaloWars.com.
Halo Wars Maps and Environments

Is that 3v3 maps ahoy? No, sadly not though for all the fans out there in need of them I expect them to be announced in the future. The good news is you can now plan you tactics using the HaloWars.com skirmish map page! The page talks in detail about each map (starting with 3v3 map, Exile) from the designers point of view. You can see an enlarged image of each map to see exactly where points of interest are.
You can find the Skirmish Maps page here.
In other news – Bryan Hehmann an Ex Ensemble Studios artist talks in technical detail about the way he approached Halo Wars environment development and the blog post helps give an insight into the way graphics detail had to be adjusted for game performance. You can find the blog post below or on HaloWars.com
While working on Halo Wars I focused on creating the initial environments used throughout the skirmish maps and scenarios.The early phases began with our concept artist to get the look and feel of each world and working with designers on how these would be a part of the overall storyline. Also, brainstorming with programmers for terrain tools and understanding aspects of the new game engine to develop something we had never achieved before. Here are three of the major steps I would go though in creating our environments, although there were many more along the way.
Texturing-
The first step of creating a world would start with the terrain textures. This process was a definite change from the work I had done on the previous Age games. Halo Wars was a totally new game engine and our blend system had much more flexibility. Less textures were needed but the end result was much more dynamic and even the normal map generation had improved greatly. The number one obstacle for creating terrain textures was the vast difference in hue/saturation and compression from the PC monitor to the Xbox 360. What you see was not what you got. In an RTS game there is a fine balance in the complexity of textures and how the game units will read once placed on them. You have to make sure they are just the right brightness and saturation that add to the game experience and not distract from it. This part of the process is my favorite, because I enjoy making textures. Other artists like to make fun of my image files for having dozens of layers but I know what they all do. When I need to change the color of a single rock on the texture or the length of a grass blade I know just where it is at… well most of the time 😉
Sculpting-
The second step was sculpting and using the tools to manipulate the new powerful terrain mesh for the game. Before our games only used displacement on the Y axis, in Halo Wars we could move terrain vertices in all axes. While this gave us more freedom to create overhangs and more complex canyons and mountain ranges it did add more time to the sculpting. This step took the longest in our schedule and sometimes was the most difficult. To help us with the initial roughing out of the map we used a terrain generator that would create a displacement map and give us a nice starting point. Now that we had a mountain range or canyon we would go in with the finer tools and add the detailed characteristics for that particular environment. There were limitations though, and with all the new complex sculpting and higher tessellation we had to be efficient and optimized for game performance.
Lighting-
Some of the final steps were tweaking the lighting to create the mood of the world. Lighting for RTS games can be an ongoing hair pulling ordeal. As an artist you want to have the most realistic, colorful and dramatic lighting. But also as a game developer you have to make sure people can tell what the hell is going on. Some units that appear smaller on the screen could come out looking unreadable black blobs if your sun direction, inclination, ambient light and shadow darkness settings were not correct. The big difference in an RTS and other genres of game lighting is trying to pull off a night time scene, we always want to do them, but have to pull back a little. Player color and unit recognition go out the door when you turn the sun off. Scenario 2 was probably the closest we did to a night time setting. I had to add a lot of local lights but that would hurt performance. Sometimes without anyone looking my artist instincts took over and I would add a few lights here and there to get it just right. Whether I created a bright and vivid mountain valley or a dark and cold wasteland, with the lighting done right, it pulled in the player that much more into our environments.
Artists, programmers and designers all played major roles in creating the Halo War environments from look, tools, layout and storyline. I feel these environments are some of the best in a console RTS that have been done.
Bryan “bimbosoup” Hehmann
Environment Artist
Robot releases Halo Wars title update 2.0

The second Halo Wars title update has been released by Robot Entertainment. You can find the patch notes as follows. Some pretty positive changes I think for all players. Fans can discuss the update on the official forum thread.
General
- Flaming Warthog and Honor Guard Wraith skins now available in multiplayer to players who have those skulls.
- The option to show Unit Hit Point bars above units is now available.
Balance
- The number of points to reach all ranks has been reduced. General now requires 2.4 million, down from 3.2 million, and other ranks have been reduced accordingly.
- The max number of points you can get in a single match has been capped.
- The Prophet of Regret’s land speed is now reduced to match other leaders.
- Vampire Tech Upgrades now increase damage done by 15% in addition to their other effects.
- Anders Cryo Bomb Upgrades now cost 50% more supplies.
- Anders Hawk Upgrade now costs 50% more supplies.
Bug Fixes
- Multiplayer Matchmaking and Connection improvements have been put in. Players should find that their 2v2 and 3v3 teams no longer split up.
- ‘Ready for the Sequel’ Achievement should now be rewarded properly.
- Units on Exile and Crevice should find it easier to traverse the map.
Tim Deen discusses Halo Wars combat system
Another developers blog appeared on the Halo Wars website today. Tim Deen a Halo Wars designer and Ensemble veteran discusses the damage system in Halo Wars and how things like accuracy and range affect the damage units dish out.
I will be continuing to mirror blog posts from Robot, Bonfire and others so that fans of Ensemble Studios can continue to find blog posts of their well respected developer in one place.
Blog post from HaloWars.com follows courtesy of Community Manager, Aloysius:
Under The Hood of the Halo Wars Combat System
Intro
The simulation system of any RTS can at times be hard for the players to unravel exactly what is going on so today we are taking a quick look at the core systems comprising the Halo wars combat system.
In Halo Wars every combat unit has an armor type and at least one weapon (often more), while each weapon has its individual damage, damage type and accuracy stats. Every attack in halo wars has a specific weapon associated with it even special attacks such as grenades or canister shot have separate specific weapons just for that special to use.
Accuracy
The first item we will look at it is the accuracy system in halo wars and how individual projectiles are directed when fired at the enemy. Every weapon has individual accuracy ratings that determine how accurate the attacks it makes are; the first rating is a straight chance to have the projectile be fired true while the second rating is used to determine how far off the aim is if the attack is not perfectly accurate. After the projectile is fired all that is left to find out is what unit is actually hit as a weapon can “roll” a miss and the enemy can move into the projectiles path.
Damage
After a projectile actually hits a target comes stage two of combat where the armor type of the unit being hit and the damage type being applied are used to look up a damage modification. The final damage is calculated by multiplying the base damage by this damage modifier.
A simple example of this is a marine firing on a scorpion with his rifle which for this example we will say does 10 base damage, now then the scorpion is armor type “Heavy armor” and the rifle does damage type “small arms fire” so we cross reference small arms fire and heavy armor on the table and get 0.4 modifier. The final damage will 4 damage done to the scorpion tank, calculated by taking the base damage (10) and multiplying Is by the modifier (0.4).
Wrap up
Overall the damage system is relatively straight forward with the main complexity coming from the number of armor and damage types but where feasible like type weapons share like type damage types. The machine gun on a scorpion does the same damage type as on the warthog for example. Also most game units have a fairly straight forward armor type except for a few special cases I will not be covering (but they are not important for this article).
Timotron
Some base Armor types in Halo wars
· Light infantry: Marines, Grunts, Jackals, brutes, Elites
· Heavy Infantry: Flamethrowers, Hunters, Cyclops
· Medium Armor: Warthogs, Ghosts, Choppers, Wolverines, Cobras
· Heavy armor: Scorpions, Wraith, Elephants, Scarabs
· Aircraft: Hornets, Banshees, Vultures, Vampires
· Building: Bases, Buildings, Turrets
Some example damage types
-
- Plasma pistols and rifles
- Plasma cannons on ghost, banshee and wraith
- Heavy machine guns on warthog, scorpion and hornet
Heavy MG and plasma
-
- Wolverine anti air missiles
- Turret anti-air missiles
- Vulture anti-air missiles
- Vampire heavy needles
- Turret anti-air needles
Anti air missiles/ needles
-
- Marine grenade/ RPG special attacks
- Grunt plasma grenade special attack
- Warthog grenadier
- Wolverine grenade mortar
Grenades
-
- Rebel snipers
- Jackal snipers
Sniper attacks
-
- Flamethrower
- Flame mortars
- Covenant anti-infantry plasma mortar turret
Flames
Damage type/ armor type lookup table (real numbers from the Halo Wars database)
|
|
Light infantry |
Heavy infantry |
Medium Armor |
Heavy Armor |
Aircraft |
Buildings |
|
Heavy MG and plasma |
160% |
120% |
120% |
40% |
180% |
40% |
|
Anti air missiles/ needles |
120% |
120% |
100% |
60% |
300% |
60% |
|
Grenades |
80% |
60% |
160% |
120% |
80% |
160% |
|
Sniper attacks |
400% |
300% |
40% |
20% |
40% |
20% |
|
Flames |
300% |
200% |
40% |
20% |
40% |
40% |
Five long years. Chris Rippy ex producer at Ensemble Studios discusses the last few months working on Halo Wars
Chris Rippy discusses in the latest developers blog on the HaloWars.com website what the last few months at Ensemble Studios felt like as the Halo Wars game started to go through its final stages of quality testing. The post provides a valued look into the life of the studio during this time and what the developers felt knowing this would be the last game.
The blog post as obtained from HaloWars.com follows:
“Five Long Years”
Today, I’ll do my best to remember the final steps of getting Halo Wars out the door.
The final months of a project are all about taking the previous years of work, mashing it all together into something cohesive, testing the game, and fixing bugs. It’s also a time of very difficult decisions. In the name of getting the game out the door, we’re forced to eliminate several features, many of which already had months of work put into them. This can be costly (literally), but it helps provide focus to the most important aspects of the game, and gives us a better chance at hitting our target release date.
Now would probably be a good time to detail out all the features we cut, but maybe that’s best left to everyone’s guesses. Or maybe those features will show up again somewhere else…
Back to it. As we approach the last 6 weeks or so of the project, we begin thinking about something called “Release Candidates”. These are complete builds of the game that we believe are good enough to make it to the retail shelf. On December 1, 2008, we created “RC1”(Release Candidate 1). Cool, we’re done! Not so much. “RC1” never makes it all the way through the testing process, and in fact, our designers run a contest for everyone of our games trying to guess the actual number of Release Candidates we will create. Guesses for Halo Wars ranged from “RC2” (yeah!) to “RC426” (no!). For a build to be considered “the” build, several parties must sign off on it from Ensemble Studios, Microsoft Game Studios Test, the Localization team, and a Production team at Microsoft. In the end, RC11 was “blessed” by this crew. Halo Wars build number 1169.
We’re almost home at this point, but we still have a crucial step in front of us, called Certification. For Halo Wars to be “certified” a team at Microsoft takes the game and runs it through a battery of very specific tests to make sure it lives up to the quality and experience expectations of the Xbox360. Tests range from making sure Achievements work, to seeing how the game responds to people yanking out their memory cards while the game is running (never a good thing to try 🙂 ).
Going through Certification is a very strange experience. It can be a multi-week process, and you can go days without hearing from the Certification team on how things are going. Ensemble had just gone through months of crunch, and we suddenly found ourselves in a waiting game with very little to do but hope the game makes it through successfully. Work hours returned to normal and people passed the day working on the demo or playing board games. Weird.
Finally, on January 8th, 2009, Halo Wars passed Certification and was declared “gold”. From there, the game was sent off to manufacturing plants all over the world, packaged up, and put on a shelf at a store near you. Good times.
Chris Rippy
Producer













