Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [3]
 
DICE 2012: Blizzard's Pearce on World Of Warcraft's launch hangover
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [19]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [39]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [5]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [14]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Beachhead / Activision
Senior Operations Engineer
 
Sony Computer Entertainment America LLC
Manager Quality Assurance
 
Beachhead / Activision
Senior Front End Web Engineer
 
Beachhead / Activision
Senior Back End Web Engineer
 
Beachhead / Activision
User Experience Lead
 
Sony Computer Entertainment America LLC
Senior Software Engineer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
BulletProof Arcade
Releases Brutal Action
RPG ~...
 
Keep Video Games Safe and
Secure with UniKeep
 
“tokidoki”
lifestyle brand and...
 
Evochron Mercenary
version 1.828 available
 
Pigs in Trees is Danish
Game of the Year!
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  E3: Halo Wars' Rouse: Age Of Mythology Console-Controller Prototype Informed Game's Genesis Exclusive
by Chris Remo [Console/PC, Exclusive]
Post A Comment
Share on Twitter
Share on Facebook RSS
 
 
July 17, 2008
 
E3:  Halo Wars ' Rouse:  Age Of Mythology  Console-Controller Prototype Informed Game's Genesis

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.
 
   
 
Comments


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.