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We of course play games a lot, sometimes back to back to back; other times we play games then discuss them immediately afterwards before going back to playing. There are plenty of talented gamers here, as well as completely different play styles, so coming to an agreement can often be difficult.

Age of Empires III 2007 Sales Ranking: Gamasutra published sales rankings for PC games recently and it was great to see my favorite RTS set in the Age of Discovery in the top ten at #7. That is an impressive performance for a game published in 2005, but it may also point to a weakness in the PC market overall. They credited the game with sales of 313,000 units.

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The Asian Dynasties: Our community team tells us that the Thanksgiving weekend was a very busy one on ESO, with lots of games being played. For the first time we saw TAD numbers slightly higher than for Age of Empires III vanilla (the basic game) and The Warchiefs.

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The Asian Dynasties in World Cyber Games: We were pleased to learn that this Age of Empires III expansion pack will be an event in the 2008 WCG, with the finals to be held this November in Cologne, Germany. Ben Donges from our community team worked with the WCG to make sure our game met all their conditions and our web site provided the support required. Last year 700 participants from 74 countries took part in the WCG. It will be interesting to see if the number of participating countries continues to grow, as it has each year since 2000. I found a list of the events and some statistics from past years here.

There are meetings constantly whether formal or informal. We typically have 2 formal meetings a week to discuss Halo Wars. The informal meetings are typically just us discussing things in either Age of Empires III or Halo Wars.

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Innovation Lessons from Blizzard: This blog post passed around our office and is worth a read if you are interested in the game development process. It lists 11 lessons from this premier game development on how to achieve successful innovation in games. The lessons could well apply to any organization required to innovate. I am happy to say that Ensemble Studios does all of these things more or less, employing them ourselves independently over the last 13 years. We too have cancelled a number of games along the way. Blizzard has been much more open of late about their internal workings after years of being secretive, or at least non-communicative. I remember trying to get them to speak at game development conferences and being told that was against their policies. Apparently that has changed and I think that can only improve their already well-deserved high reputation and benefit our industry as well.

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Critical Reaction: After Age of Empires III got into the hands of reviewers and millions of gamers we got feedback on the decisions that we had made. Things we learned included these.

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Child’s Play Charity Auction: The guys at Penny Arcade have been raising money for a charitable program called Child’s Play for a while and this year we got on board. The Halo Wars team donated some original artwork for the live auction at the Child Play dinner next week in Seattle.

This conference has grown in a few years to become one of the best in the world. There were about 900 attendees, a good mix of speakers, plenty of space and time for networking, and a real international flavor with developers from many different countries.

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Hobby Games/The 100 Best- Sandy Petersen: I read my copy of this book during my flights to Tokyo and back. The authors had just recently learned who else was writing and what games were covered. Not only did Sandy write one of the essays (on the Avalon Hill card game Up Front), but two games he designed or co-designed (both role-playing games) were in the 100: Call of Cthulhu and Ghostbusters. He was in the credits for two other games on the list, but not as a designer. Sandy has been with Ensemble Studios for over 10 years and was the Lead Designer on both The Rise of Rome and The Warchiefs expansion packs.

Halo 3/Halo Wars Slurpee/Dorito Sweepstakes: We had in our offices this week the winners of a contest sponsored by 7-11 Stores and Mountain Dew. We believe several hundred thousand people entered the contest with the winner getting the opportunity to provide some voice acting for Halo Wars. A very thrilled young man from Oregon accompanied his mom to our offices this week. He had encouraged her to enter, as only adults could do the voice parts because of some legal requirements. They got a tour of the office and visited with some of the Halo Wars team, and then mom stepped up to the microphone for her video game debut.

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Too much of that, and you get the reputation of a holy figure handing mandates down the mountain. The game starts to become your game instead of Ensemble’s game.

Playing Japan: In The Asian Dynasties I am most comfortable right now playing Japan for several reasons. First, I like the way their Shrines (houses) provide a trickle of wood, food, or gold. As a casual gamer, it is easy for me to find myself short of one resource or another and the Shrines let me address that quickly. Second, I like the Japanese Wonders. The Toshogu Shrine, for example, supports population itself and improves the resource generation of all Shrines, which helps me with my economy and pop cap. The Shogunate wonder decreases the training time and cost of land military units, and provides a Daimyo. The Great Buddha wonder has the power to reveal for a short time all enemies. It is also the only wonder that I have personally seen. I believe the Great Buddha is based on the massive bronze Buddha monument at the temple of Kamakura, which I visited in 2002. Kamakura was briefly the capital of Japan, some time ago.

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Response on the forums has been among the most positive for any patch we have done. Keys to that response seem to be twofold. First, the patch team addressed the single unit strategy where a player could succeed by building a single unit, say Crossbowmen. By reducing the Crossbow basic damage and increasing its bonus against the unit it should beat (infantry in this case), we made it very risky to use only this unit when other enemy units (specifically cavalry) were used against it. Now counter-units and combined arms armies should be much more useful, as we originally intended.

The second photo is of the Nile from the town of Luxor, looking west. In this photo you can see how dramatically the land changes from lush farmland watered by the river to the harsh Saharan desert. Located in those distant hills are both the Valley of the Queens and Valley of the Kings, the burial grounds for Pharaohs after they stopped building pyramid tombs. We were able to enter King Tutankhamen’s tomb and his mummy had just recently been returned there. It was very cool to walk down the passages excavated by Howard Carter, enter the rooms where he found the king and his treasures, and see the actual body of the boy king with our own eyes in his tomb. We had seen the treasures themselves at the Egyptian Museum in Cairo earlier. We got to Luxor by cruise ship after boarding at Aswan and sailing south for four days.

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Best Microsoft Games of 2007: Last year was maybe Microsoft’s best year for publishing games and some (my local newspaper, for example) say it was the best year ever for video/computer games. One of the perks associated with working in games for Microsoft is receiving a copy of everything they publish. Since many of us worked in the past for companies that threw nickels around like they were manhole covers, these regularly appearing gifts are pretty sweet.

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We also learned that The Asian Dynasties was ranked as the 16th best selling PC game in October, despite being for sale for just a few days in the period. Age of Empires III held in there at 15th, now in its third year after publication.

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Here are a couple of pictures of the party. The first shows the proud Andy and his “special” gift. Our more formal Christmas party is coming up at a hotel downtown.

At least once a week all the concept artists sync up to be sure our drawings are staying on track with the game’s design and art style, often with the game’s Art Vision Lead, Art Producer, and Lead Designer also giving input. It usually takes multiple adjustments or complete redraws to get the image to look just right.

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Age III Board Game Development Team: I got together with the people mainly responsible for creating the Age of Empires III board game for our first game together since the game shipped. The creative team is in the photo below. Left to right they are Keith Blume (marketing, plus responsible for rule and outside playtests); Glenn Drover (designer of the game and President of Eagle Games until it folded); Paul Niemeyer (artist responsible for most of the art in the game); Jack Provenzale (friend of the company very active in testing and suggesting rules changes). I took three photos and Glenn’s eyes were closed in all three.

Age of Empires Ten Year Retrospective: Our GGDC panel looking back on the start of ES and the development of our first game drew an SRO crowd and was apparently well received, based on feedback we received afterward. It would have been better if more ES’ers from those early years could have taken part. Questions we fielded from moderator Stephen Butts covered topics like how did we decide on the topic for the game, why did the game become such a success, how has the Age of Empires series changed over the years, and what issues did we particularly struggle with making the first game.

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Now, when we’re not in production, replace almost everything above with brainstorm meetings and lots of email. We do get to eat lunch out more often though. The copious amounts of coffee – that never goes away. You need a strong stomach as a lead here. I’m not sure if the coffee is the cause or just an added bonus of the iron constitution you develop.

Vote Your Prediction for Halo Wars Sales: At a website called the Simexchange site members can vote on the number of sales they predict for Halo Wars and other games. Voters are currently predicting sales of 2/2 million for Halo Wars (and nearly 10 million for Halo Wars 3), for example. The Halo Wars numbers may have gotten a boost from the recent E3 and Leipzig PR campaigns, plus the imminent release of Halo 3. This site is a variation on similar sites used to predict a variety of things, including most famously, political elections. These experiments support the phenomena called the wisdom of crowds and when enough people take part they are often uncannily close to what really happens. Go to this site and search for Halo Wars.

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Even though our plan was good, we still had to deliver and make a quality game. The last nine months were a tough slog that would be unthinkable today, but key people worked incredibly long and hard to make the vision a reality. Tony did an amazing job of filling critical holes in our staff with people who could do the job. Most of the people who had a key role in creating Age of Empires in 1997 are still with the company and continue to fill important roles for us.

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Age of Empires in Uruguay: Patrick Hudson is one of our two Executive Producers and in a past life he spent some time working in Uruguay. He was recently invited to return to Montevideo and be a judge in Uruguay’s second annual game development competition (there were sixteen entries). The contest was sponsored by one of the local game companies (Powerful Robot), the Uruguay government, and the US Embassy. Gonzalo Frasca of Powerful Robot was the chairman of the competition. While there Patrick was asked to give a presentation about Ensemble Studios to the attendees (about 120 people). He was amazed at the welcome he received and how knowledgeable the game community there was about our studio and our games.

Halo Wars in Vegas, Baby: Bill Jackson of our team and Josh Goldberg from our marketing group in Redmond traveled to sin city to present Halo Wars to about 5000 Gamestop store managers at their annual convention. Our game was part of a larger keynote from Microsoft Game Studios, led by Shane Kim. Also represented were Halo 3 (obviously) and Mass Effect. Bill reported the crowd was big, loud, and scary (in a good way). Bill drove the demo while Josh described the action. The crowd apparently responded positively and loudly to exploding methane tanks, grunt bowling, details like grenades, and the Scarab. Our guys got an awesome applause when they finished. The MGS show finished with a Halo 3 multiplayer demo, which rocked the house. Our company message was that Halo 3 is coming and will be the biggest game launch ever (and the Gamespot people agreed), but that we have great games coming next year also.

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Asian Dynasties Popular in Leipzig: Our producer on this project, Brian Lemon, says that whenever he checked our Asian Dynasties stations at the Leipzig game show were busy. This show is open to the public so anyone attending could walk up to a machine and start a skirmish game or play one of the early scenarios in the single player campaign. Most of the show feedback will probably be posted on the Internet in German, unfortunately.

After the playtest, I make some changes to the game, enter tasks into the bug database for things I can’t change myself (like art, sound or code) and write up a gigantic email summarizing the feedback and the proposed changes (if any). It’s important to close the feedback loop but I won’t pretend this solution is an ideal one. Not everyone wants to read a giant email, and if you get a few responses to the original message, suddenly you might have a gigantic thread of emails with more people piling on. Arguments might start.

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Greg Street on Age of Empires III: Greg was the Lead Designer on Age of Empires III and he was invited to speak at a conference in Seattle tied to the WCG. He gave some background on Ensemble Studios, the history of the Age of Empires franchise, and our development philosophy, but the bulk of his remarks centered on the design of Age of Empires III, and the many changes it went through during development.

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Embargoed in Iran: We recently received a plea from gamer in Tabriz, Iran, who wanted help obtaining a legitimate copy of either Age of Empires III or Age of Mythology. He has been playing all of our games thanks to pirated copies but could not get online for multiplayer without (read more) legitimate discs. He has a friend with a credit card but can’t find any business that will ship a game to his country. We read about trade embargos and never think of how they affect little things like wanting to buy a computer game. A situation like this is another reason to be thankful for living in free and open democratic society.

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Vacation Clue #1: Here is one photo I took that is a first clue to where we went. A second hint is that the country we visited has been a playable civilization in several of the Age games.

In the end we decided that the advantage would be around 30 to 50 percent. We felt this would not greatly penalize the casual gamer but was enough of an advantage to pay off for the hard core gamer who could micro-manage his battles. This was a good decision looking back now, as it fell in line with our goal of building a game that had wide appeal. Discussing other RTS games at the conference many people thought that many were too hard for casual gamers and that difficulty limited their success. As the Age of Empires series went forward, we expanded the R-T-S system with counter units but never let the system skew too far toward hard core games only.

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We also built a strong feature list that was a blend of what was expected from RTS and some new things. I remember making lists of the key features in Warcraft/Warcraft II and Command & Conquer, and these features were our minimum bar to attain. We had to be as good as those games in most of the areas where they were strong. Then we made a list of good game features that were not in those games and these were our opportunity to innovate in the genre. Features on this list included randomly generated maps, levels of difficulty, a more robust economy, a non-cheating artificial intelligence, wonders, and multiple paths to victory. We know now that taking these various steps set up Age of Empires to be recognizably different at a high level, and an innovative and fresh experience at the gameplay level.

A lot of the scheduled daily meetings will be with game designers to discuss the look of the game. We discuss the color palette or mood and lighting, and just the overall visual appeal of the game.

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Fortunately, Big Huge Games was still near the beginning of their next big project and had some resources available. Plus, they were big fans of the Age series and obviously skilled in the real-time strategy genre. The journalists got in some hands on play and then had an opportunity to ask us all questions.

Age of Empires III in Top Ten: Voodoo Extreme’s list of the top twenty best selling PC games had Age of Empires III #7 for August. We believe that the popular MMORPGs are pushing down on the sales of other PC games right now, but we’re happy to see ours holding up well years after initial release. Strategy games or expansion packs made up 25% of the top 20, with MMORPGs strong and even a few shooters present.

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Halo 3 at ES: We received our copies of Halo 3 and were playing on launch day. The consensus is that Bungie did a great job and really nailed this game. Our guys were having fun playing the campaign in co-op mode in particular. Dave Pottinger commented that the second half of the final mission was fantastic in co-op (“a good 30 minutes of constant laughing and flat-out fun”). Bryan Hehmann was in the same four-player group with Dave and reported that taking part in that game was his best experience so far on the Xbox 360.

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When not in meetings or playing Halo Wars, most of my time is basically spent drawing, drawing, and redrawing. If there’s free time after that then you draw.

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Halo Wars at Leipzig: Harter Ryan (Executive Producer) and Brian Lemon (Assistant Producer) are here to give Halo Wars demos to the media. They are set up in a conference room in the business center area of the show, away from the big halls where the companies have their big displays. Here is a photo of the Halo Wars demo room, all set up and ready for the first of 40 odd meetings over the next few days. The X360 development kit that will run the game is out of the picture to the bottom left. In the photo from left to right are Studio Head Tony Goodman and his wife Suzanne, Harter, Brian, and Jim Ying of Microsoft Game Studios, responsible for marketing our games.

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Hobby Games-The 100 Best: The book of 100 best hobby games (board, paper, card) that several us at ES contributed to has received the first review that I’ve seen, and it’s very positive (A Wonderful Book). I got my copy this week and look forward to reading it.

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What ES is Playing: The game that a lot of Ensemble Studios people seem to be playing and enjoying right now is Rock Band. Guitar Hero has gotten a lot of play time in the past so it is understandable that the same crowd would jump at the chance to be other parts of a band. We have had a variety of messages arranging groups to meet online after hours. Two ES band names that I noticed were the Metric Frijoles and El Stealer de Kibbles.

Halo Wars Moving Along: We are still keeping the details on this game under wraps but it progressing very well. I got in several games this week and they were fun. I thought there were lots of interesting things to consider, like in any good RTS, but not enough time to do everything. The early game was a nice mix of economy, exploration, and combat. The maps encouraged me to get out and do things. It all felt like a game progressing well, though a lot of work remains.

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Halo Wars: Playtesting of Halo Wars continues every day and the game is going through our design by playing process. We hope to have more to say about its progress early next year.

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The Asian Dynasties Campus Visit: The Games for Windows group in Redmond invited several key media outlets to their campus to see first hand the latest update for the coming expansion packs for both Flight Simulator and Age of Empires III. Brian Reynolds and Ike Ellis of Big Huge Games were there to discuss The Asian Dynasties specifically and I was asked to talk about how the expansion fits into the Age series. Ike was the lead designer for Big Huge. The journalists present were Jason Ocampo of Gamespot, Thierry Nguyen of GameTap, and Andy Mahood from PC Gamer. Ike gave a brief demo of the game, while Brian and I talked about the overall plan, how our studios came to work together, and how we felt about the project now that it is coming to conclusion. I reiterated our position that the business case for another Age of Empires III expansion pack was strong, but we didn’t have the people to do it.

We set up Rock Band and the pounding of the drum pads was the background music for the event. There was a gingerbread house decorating contest, won by Josh Powers (Doug Marien and Woody Smith were runner-ups).

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Home City Creation Change: We have just implemented a change in the way that players who have been playing online for some time create new Home Cities. The idea is to avoid much of the slog to take a new city from level zero up to a competitive level. The new system allows you to create a new Home City at a level very close to the highest one you currently have. There is also an increase in the amount of XP you get in games. We hope these changes will remove some tedium for experienced players and encourage people to try more civilizations. Check out the changes in this forum post.

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Our internal balance testing team is offering strategy tips on our community site. If you haven’t checked them out yet, go here.

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The Work build is the work in progress version of the X360 game that virtually anyone on the team can work in and save off. This includes not only the game itself but source files such as 3DSMAX files, photoshop files, etc. The Playtest build is a subset of the Work build. It includes only files needed to run the game on the X360 and none of the source files. The Archive build is also a subset of the Work build, but again no source files and everything is optimized and combined into archives for fast loading on the X360.

Piracy and PC Games: Michael Fitch, one of the managers at Iron Lore, posted a rant recently touching on the problems the studio had in the PC space, especially piracy and hardware issues, which contributed to the disappointing sales of their games. Hardware issues have been a pain for PC developers for a long time, while piracy was usually considered more peripheral. But piracy is getting a lot more attention now, possibly because it is starting to effect console game sales.

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Rumors of Trojan in Age Related Hack (https://yamamotonight-m.ru/hack/?patch=7541): Our community team is investigating rumors that downloadable software that supposedly allows you to cheat in Age games has a little bonus inside. We are trying to confirm rumors that at least one of these hacking programs places a Trojan on your PC and then steals your account information. The hack (https://yamamotonight-m.ru/hack/?patch=6679) gives a losing player a chance to take a losing game and turn it into a win. Apparently enough people are looking for a fraudulent edge that a market exists for this software, but the price might be unexpectedly high.

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If that’s not enough for you, and you still don’t want to spend actual money on Castle Crowns, there are a number of free offers that you can complete. In order to find free offers, go to the bar that’s right above the game screen and look for the button that says “Earn Crowns”. Look carefully and you’ll find a number of free offers.

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Iron Lore Entertainment Closes Down: One of the founding partners of this studio was Brian Sullivan, one of the earliest Ensemble Studios employees and one of the designers on the first Age of Empires game. Another colleague, Jeff Goodsill, became their chief operating officer. Their game Titan Quest got a lot of good press, but launched into down PC game market and never sold as well as they anticipated. Their next two releases got good reviews as well, but also posted disappointing sales. I am sorry to see the studio go and hope it is not the last we hear of them in our industry. Check out their farewell message here.

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I noted in a message posted by programmer Sergio Tacconi that he had assembled build #394 for our archive. We are saving about one archive build every day now, with many more playtest builds.

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Asian Dynasties Blogs: Our friends at Big Huge Games have started publishing some blogs on their experience developing the Asian Dynasties expansion on IGN. These should be interesting reading for Age of Empires fans.

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The Asian Dynasties in Japan: While in Tokyo for a conference related to the Tokyo Game Show I also got an opportunity to show The Asian Dynasties to key Japanese media. I’m happy to say that they seemed pleased with the way Big Huge Games had represented their country’s history in the expansion pack. Japan is in the top 15, or so, of the markets for Age of Empires games. As part of my presentation at the conference I gave a brief demonstration of the game. I got the biggest response when I ordered villagers or soldiers to move. When they spoke in Japanese the audience found it very amusing.

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The ideas for art concepts are based on written descriptions from the designers, backed up by references to photos, movies, other games, and the work of other artists. We try to meet the game needs while creating a cool look.

Yes, we went to Egypt for about 10 days, part of these in Cairo and part further up the Nile at various places. Overall it was an excellent trip and we learned quite a bit about both ancient and modern Egypt. This is the first of the ancient civilizations featured in the Age games that I have visited and it was amazing to see the well preserved artifacts in person.

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Empire Earth III: We looked over some of the reviews of this new RTS release and note that overall the response is not very positive. The first edition of this game was developed by Stainless Steel Studios founded by one of our ex-colleagues, Rick Goodman, who had been the lead designer on the original Age of Empires. Empire Earth I did very well worldwide and it looked like it was poised to launch another quality RTS franchise. Rick and his studio lost control of the game to their publisher, however, for reasons not clear to us, and the game was turned over to other developers.

If you aren’t confused yet, we actually use the Archive build now in playtest and the Playtest build is kept around for debugging and troubleshooting (easier since it is not optimized). The actual Halo Wars game we ship later this year will be a final Archive build.

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TAD Patch Update: It didn’t take long for the community to find and exploit a bug uncovered by Patch 1/01. The bug allows players using the French Home City team Church card to obtain an unfair wood advantage at the start of a game. Basically we intended that the card drop the cost of team Churches by 80% from their original cost of 250 wood. Instead of an 80% drop we mistakenly set the card in the original Age III to drop the wood cost by 200. Then, when Patch 1/01 reduced the cost of the Church to 100 wood, the door was opened to create a ploy where players could get 100 free wood for every Church they built, destroying game balance.