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Postmortem:
Ensemble Studios’
Improvements
to the game in every area from graphics to user interface are expected
in this business as a matter of fact. Expectations can be a bitch sometimes.
Take the vast demographics of AoE players that I mentioned earlier
— they are the largest group of people most likely to buy the sequel
— and everyone is concerned about making sure that this huge and diverse
group will like the next game so much they will run out and buy it.
We’ll just do more of what we did right in AoE, we said. That
sounds great, but it’s almost impossible to quantify in a meaningful,
detailed way. The game business is brutal to those who fail to move
forward with the times, but it’s also equally brutal to those who experiment
too much and stray from the expectations of the players.
When
we started work on AoK, we thought that we could make use of
our existing code and tools, and that this would make the sequel easier
to create than the original. Filled with these optimistic thoughts,
we concluded that we could develop AoK in a single year. This
was also going to be our opportunity to add all those dream features
and make our magnum opus of computer games. So we set about to do just
that. To make enhancements for AoK, we had pulled together a
giant wish list of features and ideas from inside and outside sources.
To the game design we added all sorts of neat new features such as off-map
trade, renewable resources, combat facings, sophisticated diplomacy
and systems of religion, and so on. Of course, the art, sound, and game
content were also going to be bigger and better and bolder and brighter
and...well...you get the idea. Several
months down the road, reality reared its ugly head in big way: we had
bitten off more than we could chew and the game’s design was losing
focus. Instead of sticking to the core of what makes an RTS game great,
we had gone off in many contradictory directions. Along with that came
the realization that there was no way that we were going to finish AoK
in a single year and have it anywhere close to the quality of AoE.
This was a sobering time for Ensemble Studios staff and our publisher,
Microsoft. While the Ensemble Studios crew adjusted quickly, it caused
a few problems for some of the people at Microsoft: “Uh, guys, we’ve
already gone ahead and committed to our bosses that we would have another
Age of Empires game this year,” is probably a good way to paraphrase
it. From this situation, a contingency plan was born. We were going
to take another year to finish AoK, giving us time to get the
game back on track and to create the ambitious content for it. We also
had a plan to help our publisher out: we would create an in-house expansion
pack for AoE. It would be a significant addition to the game,
yet require only a small amount of our resources, and most importantly,
it would be ready in time for Christmas 1998, taking the slot originally
planned for AoK. Thus was born the RoR expansion pack.
RoR helped, but it didn’t take all the pressure off us. Unlike
the latitude we had with AoE, which had also come out a year
late, our new deadlines for AoK were very firm and hung over
us the entire time. The pressure was very much on. |
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