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In
the world of PC strategy titles, there's a surprisingly rich heritage
at work. Today's top designers aren't suddenly catapulted to fame,
but have often been working away iteratively for up to 20 years
or more, gradually improving the art and science of creating effective
war games. Naturally, with the passage of time, at least a modicum
of experience and perspective is spawned, and it's those qualities
that, although he might modestly deny it himself, Bruce Shelley
can bring to the table.
Shelley
is best known for working alongside Sid Meier at Microprose, on
the design of classic PC titles Civilization and Railroad
Tycoon. More recently, he has excelled as a co-founder and designer
at Ensemble Studios, creators of the Age Of Empires trilogy.
Ensemble has been, in many ways, a surprise leader of the mass-market
PC strategy game, aided by Microsoft's hefty backing and an intuitive
easy-to-play, difficult-to-master game-play slant.
But
Bruce's gaming history started way back in 1980, when he co-founded
a Virginia pen-and-paper RPG company dealing with the Lord Of
The Rings license. And although videogames were not yet sophisticated
enough to match up to their board game counterparts, Shelley feels
he learnt a lot from his board game days:
"The
most important thing is that we prototyped board games as a very
early step, before writing rules, for example. We would play the
games with rules being in our heads, almost. That process has translated
well for Ensemble Studios. We prototype early and then iterate daily,
gradually bring[ing] the game into shape. I believe very strongly
in designing by playing, and that designers are only guessing until
they play. Unfortunately, this process is difficult to schedule
and budget, so few teams employ it."
But
board games are clearly still an important part of Shelley's life,
and he admits: "At one time I owned over 500 board games. Games
that I think influenced computer games I worked on include Civilization,
1830, Titan, and many war games from Avalon Hill
and SPI." Even his current place of employment shows
a heavy board game bias: "We have a very active board gaming
community within Ensemble Studios, and you can usually find a couple
of European-style board games underway everyday at lunch."
But
in terms of influence, Shelley's stint with Sid Meier, hunkered
away in the innovative Maryland-based Microprose during the late
'80s and early '90s, gave him the chance to find his feet in the
videogame arena. Shelley elaborates:
"Sid
was the first person I worked with who thought about game design
theory and philosophy. In some cases I think I knew intuitively
what to do, but he actually gave some principals titles, and built
a sort of list of axioms to follow over and over. From him I learned
that there was science to the process and we did not have to reinvent
the wheel each time. Our industry is still in its infancy, and I
think pioneers like him will provide a great foundation of experience
and knowledge upon which to build. He reinforced the concepts of
prototyping and designing by playing-things wehad been doing in
board games"
It's
clear that Meier's extended run of success, with titles from Pirates!
through the overlooked Covert Action and the seminal Civilization,
wasn't just fluke. Shelley discusses some of the key design maxims
the extremely successful Microprose team espoused, and which still
hold true today:
"Principles
that Sid enunciated included things like the player should have
the fun, not the designer, programmer, [or] computer. Begin your
game with a great first few minutes; great game-play is a stream
of interesting decisions the player must resolve; the inverted pyramid
of decision making (have few decisions to deal with first, and then
let them multiply until the player is totally engrossed); put the
player in his dreams, where he or she is the hero."
Finally,
as to why Microprose incubated eminent strategy game designers such
as Shelley himself and Brian Reynolds (Big Huge Games), Bruce explains:
"I think that follows from Sid. The company brought in people
like myself from paper gaming and Sid added to what we knew already.
We shared a common interest in the board games and we occasionally
got to make the games we wanted to play."
Shelley
then worked freelance for several years, before hooking up with
old paper-gaming compadres to form Ensemble Studios in 1995. It's
clear that the design through prototyping made a huge difference
to how Ensemble, as a start-up, developed their first title. Bruce
elaborates:
"You
can borrow ideas from successful games and have great intuition,
but I think all games reveal shortcomings when they are finally
played. If that happens too late in the process, you may be forced
to live with them. By beginning the playing at a very early date,
you can rely on your instincts as a gamer, and those of as many
people as you can get involved, to help you assess what parts of
the game are working well and what parts are not. By continually
reinforcing good stuff and removing bad stuff, the game moves closer
to being great. Playing early allows time for new inspiration and
innovation, as well. When we started Ensemble Studios in 1995, very
few of us had development experience, but almost all of us were
gamers. We incorporated those gaming instincts into our process,
and I believe all of our games have turned out to have excellent
game-play. In each case, however, the final games played quite differently
from our early prototypes."
One
unexpected thing that Ensemble did was to choose a purely historical
setting for their first title, the PC RTS Age Of Empires.
Shelley and his co-designers wagered that a real-life historical
setting ends up being more plausible and accessible, "especially
to more casual gamers. Ensemble Studios was very pleased to have
the historical RTS genre pretty much to ourselves for several years.
We sell more games internationally then we do at home and I think
that has a lot to do with Europeans, especially, having a strong
interest in history."
After
the significant and continued success of Age Of Empires and
its sequels, which have collectively sold more than 11 million copies
up to earlier this year, Ensemble has certainly seen massive success.
Yet with Age Of Kings and Age Of Mythology, some claim
the RTS titles show constant and intelligent evolution within boundaries,
where others raise accusations that the titles play, well, a little
too similarly. But then, why mess with a winning formula? Shelley
counters:
"We
do believe you cannot repeat the same experience for your audience.
We do two things. At the vision level of a new game we want a new
topic at least, perhaps a new genre (someday) and a new look and
feel (Age of Mythology was in 3D, for example). Then, at
the game-play level we innovate to make the experience new and refreshing.
I have described the history of the Age games as something
like making sausage. We are constantly adding in new ideas to our
games, but every two years or so we twist off a game and release
it. But new ideas keep going in. They come from our own testing
(everyone at Ensemble is asked to play-test at least once a week),
the media, and the huge interest in our games on fan-sites. We are
gamers and we won't buy the same game twice, and don't ask our customers
to either."
But
it's not only great game-play that will net your game series 11
million sales. You need a strong, influential backer to get the
game showcased. Ensemble has found that in its publisher (and now
owner) Microsoft, which Shelley definitely see[s] the advantages
of, though he expresses some reservations about a free-flowing game
creator being part of a larger corporate machine:
"Every
developer needs resources to get a game finished and then a publisher
with the clout to get shelf space and other marketing support. Microsoft
has all those advantages. As an independent developer we could invest
our money as we wished, hire who we wanted, when we wanted them,
and compensate our employees as we thought best. As part of a large
corporation, we have to work within a company-wide structure that
we sometimes find constraining. We will see in the long run if the
standard practices of a large corporation can be flexible enough
to accommodate a very creative business like developing interactive
entertainment."
Even
taking into account these reservations, Shelley understands the
evolving nature and finances of RTS gaming that requires backers
like Microsoft:
"There
are fewer strategy games now, but the winners do very well. Perhaps
our segment of gaming is just becoming more mature. Early in the
20th century there were hundreds of car manufacturers and now there
are a dozen or less. Part of the issue is that the stakes are high
so companies make big bets, but marginal companies find it very
hard to compete when the standards are set so high."
But
where does the design talent pool for PC strategy titles come from?
Whereas FPS titles have modders who graduate easily to FPS level
designers, the path to RTS design doesn't seem quite so obvious.
Bruce sums up how things have worked at Ensemble:
"We
have hired a number of content designers, often with little experience,
to work on our single player campaigns. Greg Street gave up a career
in marine biology to become a content designer for us. Now he is
the lead designer on our next big RTS. Ian Fischer came to us directly
from the U.S. Navy, and has been the lead designer on both AoK
and AoM. I would say scenario design is one way to start.
An alternative path is to start in testing, demonstrate an interest
in design, and earn a chance to be a designer. At Ensemble we prefer
to promote from within. Some testers back at Microprose are now
leads at other companies today."
Shelley
has now settled down at Ensemble as an off-site public spokesman
for the studio, and part of the management team, but leaves much
of the in-depth design to Ian Fischer (for Age of Kings and
Age of Mythology) and Greg Street (on the next, as yet unannounced
RTS.) He explains:
"I continue to write a lot of the historical notes and help
with research, as well as sharing my opinions throughout the [design]
process, but the decisions are up to the designers."
When
asked to sum up his and Ensemble's design philosophies, Shelley
is short, sweet, and refreshingly direct:
"Number
1 is make a game of very high quality; anything less is probably
a waste of time. Number 2 is design for your audience, not yourself;
make commercial art, not fine art; and make sure the audience you
design for is large enough so the game can be very profitable."
Looking
further in the future, Ensemble has a crystal-clear handle on their
plans. Shelley and his fellow designers intend to carefully, intelligently,
and painstakingly plot out the next generation of RTS titles-and
when they can phrase their plans as determinedly as this, who can
deny they have the will to succeed?
"There
has been some talk about RTS being dead as a genre, despite some
estimates that it is 35% of the PC market. We are excited about
some innovations we are prototyping for our next RTS. We have another
small team working on a completely different prototype. Hopefully,
these projects will get to the point that we are willing to talk
about them. We want to make the best. And we are competitive. We
play all the great new games and we are inspired by them also. In
1997 there were something like 53 RTS games in development but Age
of Empires turned out to be the most successful of the group.
We weren't intimidated then, and we are only more experienced and
prepared now."
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