Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 30, 2014
arrowPress Releases
August 30, 2014
PR Newswire
View All





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


E3:  Halo Wars ' Rouse:  Age Of Mythology  Console-Controller Prototype Informed Game's Genesis
E3: Halo Wars' Rouse: Age Of Mythology Console-Controller Prototype Informed Game's Genesis Exclusive
July 17, 2008 | By Chris Remo

July 17, 2008 | By Chris Remo
Comments
    Post A Comment
More: Console/PC, Exclusive



Speaking with Gamasutra about its upcoming Xbox 360 RTS title Halo Wars, Ensemble Studios senior designer Justin Rouse experimented with an Xbox controller-using version of Age Of Mythology before deciding to "build this thing from the ground up" and start on Halo Wars.

The Ensemble Studios team spent six months fine-tuning Halo Wars' potential control setup before approaching Microsoft and Bungie about developing the project, according to previous press reports.

The team made its first attempt to mold its controls for a real-time strategy game by first porting one of its famed Age Of Empires franchise to the Xbox 360. Said Rouse: "The first one we did was Age of Mythology; we put that on the console. That's when we first started to learn a lot of the problems that come from porting a game to the console."

Ensemble Studios found that managing Age of Mythology's resources, villagers, and buildings was much too difficult with the console's controller design. "We decided, 'Okay, we need to just start over, and build this thing from the ground up.' So, the controls were from the research of playing our own games, and then we started to build from the floor up what we need: the basics, the core of a strategy game."

The team also looked at other developer's real-time strategy console titles, too: "We've checked out all the other RTSes out there. In our company, we make so many RTSes that we have people who love every one. The EA games, the Blizzard games, the Relic games; we play them all."

On Electronic Arts' attempts to adapt real-time strategy controls for consoles (Battle For Middle-Earth 2, Command & Conquer 3), Rouse added: "We looked at the ones that EA's put on console, and we liked a lot of things they did, and we didn't like a lot of things they did. We used them for some of the reference. We actually had our controls when those games started coming out, so by the time they came out, we were already partway into production. But we looked at some things."

Gamasutra will have the full interview with Rouse available on the site in the near future.


Related Jobs

Raven Software / Activision
Raven Software / Activision — Madison, Wisconsin, United States
[08.30.14]

Sr. Software Engineer (Gameplay)
Infinity Ward / Activision
Infinity Ward / Activision — Woodland Hills, California, United States
[08.30.14]

Senior AI Engineer
Infinity Ward / Activision
Infinity Ward / Activision — Woodland Hills, California, United States
[08.30.14]

Lead Tools Engineer - Infinity Ward
AtomJack
AtomJack — Seattle, Washington, United States
[08.29.14]

Level Designer










Comments



none
 
Comment: