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But the company was moving in a single direction: the Halo MMO. It started in 1998, soon after
Ultima Online came out, when a
designer named Ian Fischer started pitching a sci-fi MMO. He loved the genre,
and felt it was underserved -- so development started on Titan.
There were many iterations of the design, and then the
relationship with Bungie began, and the license was incorporated in the game, subsequently codenamed Orion.
Fischer remembers going back and forth on the finer points of the world's
fiction. "Halo is in Joe Staten's
head," he says, referring to the man who penned the story for the first
two games in the series.
Everyone at Ensemble expected this MMO to be the new focus
of the company. Work was started on a brand new facility -- a campus -- that
could support the development and administration of a major massively
multiplayer online game.
But one day, the work on the new building stopped, and later
Microsoft informed the company that it would be closing down operations. But
when I toured Ensemble, collective resolve was high as the developers prepared for a
company tradition -- their last wrap party at a North Dallas
beer garden.
They knew they'd just shipped a game to be proud of. And I'm
told that people in the studio have been going back in time, playing the old
titles from start to finish, discussing the design all over again -- the old
memories bring new ideas for the future.
I decided to ask executive producer Harter Ryan about the
relationship with Microsoft, which purchased the developer before entering the
console business. He recalled creating tech demos for the Xbox, saying "They
were fully focused on the Xbox. They had to be."
Halo Wars, the
company's final game, is an Xbox 360 exclusive. Designer Graeme Devine
describes working on a console as "quite refreshing," adding that
since the machines are identical, you don't have to worry about a player's
technical specifications.
One developer told me he would be returning to the
mothership in Redmond, to keep the
servers working, and make sure that Ensemble's multiplayer legacy was
maintained.
I'm introduced to Angelo Laudon, the lead programmer, and
second employee at the company. Originally, he'd worked for Tony Goodman at an
IT firm. They did consulting together. "We also liked making products,"
he says. "We thought, what's the coolest product we could make? We both
wanted to make games, so..."
And so they did. "The first years were the most challenging,"
reflected Laudon. With the first game, the question was: "Can the company
survive or not?"
The success of their first game was a surprise. "The
second game, we thought, would do good," said Laudon, "but it did way
better than anyone expected."
In the end, Age of Empires would become a monument, earning a place in history by
launching a series that would go on to sell over 20 million copies.
Not everyone gets to work on a billion-dollar franchise. But
as I bid farewell to my guide, I knew that the employees of Ensemble will
always remember what it was like to work at this unique company.
Descending in the elevator, I remembered Goodman's comments
to me some three years previously. "Most people say great games are their
mission," he'd said.
"Ours is to make a great place to work, and for
the good games to come out of that." It was obvious that Ensemble lived by
that mission statement. And for nearly fifteen years, Ensemble Studios achieved
that goal.
[For an excellent, detailed history of Ensemble Studios to remember the studio by, Troy Goodfellow's three-part series for Crispy Gamer talks to many of the principals. The next page of this article is an appendix, including more of the pictures from unreleased Ensemble titles.]
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"Ours is to make a great place to work, and for the good games to come out of that."
Talk is cheap, but if these remarks by Goodman are true to how Ensemble was assembled to operate from beginning to end, then, everyone throughout the games industry should not only applaud them for their staying power in a topsy-turvy business . . . but encourage them to do it again in their next incarnation . . . and for others to adopt their practices.
Doing so can only be a positive for the place our business holds in today's national and global economies.
Anyways I'm going to really miss this studio and hope all the guys (and girls) have good luck in their new adventures.
Right now I know of a cinematic environment artist position open in our studio (Sony - God of War team), so if anyone from Ensemble is reading this, send in the resume!!! :)
And, oh what I would give to see a better picture (showing titles) of the books on that bookcase... I always loved the Age series in part because of the bibliographies included with the games.
Remark to the author: using a tripod next time would do a great deal in the quality of pictures :)
The studio itself will be sorely missed. I wish the folks at the studio the best of luck in their new endeavors.