Ensemble Studios had spent practically a decade mastering the real-time technique style when it turned a sufferer of its personal success. Its 1997 debut, Age of Empires, had been an immediate hit and spawned a number of beloved sequels and expansions that cemented the studio’s glowing popularity. Imitators—some novel, some slavish—shortly appeared of their droves, and by the mid-2000s, mother or father firm Microsoft anticipated nothing of the studio aside from to construct on its legacy with one other recreation in the identical vein.
The one downside: Ensemble wasn’t a lot . “We had been attempting for thus lengthy to do something however an RTS recreation,” says Dave Pottinger, a veteran of the studio who labored there throughout its lifespan. “If we have been going to do one other one, one thing needed to change.” An thought was floated: follow the RTS format on which the workforce had constructed its popularity, however depart PCs behind to make a recreation for consoles. Ensemble would have one thing new to chew on, and Microsoft can be left completely happy. Or in order that they hoped.
“Everybody there thought it was a catastrophically horrible thought,” says Pottinger. “We had by no means designed a console recreation, a lot much less a console RTS, they usually did not actually exist again then.” With Ensemble having already spent a few years creating an unique IP and prototyping concepts, Microsoft gave the studio an ultimatum: rework the sport right into a tie-in for the most important Xbox franchise of the day, or scrap the entire thing. “In the event that they have been gonna take an opportunity on a console RTS, it needed to be tied to Halo,” says Pottinger. “That was the one manner they thought it will promote.”
And promote it did. When Halo Wars hit cabinets in 2009, it offered 1 million copies in below a month. It was the type of industrial success any developer can be proud of, largely pushed, Pottinger admits, by the Halo model.
But have been these Microsoft executives to have a look at Ensemble’s unique console RTS at the moment, they might be extra approving. In a far cry from its early years, console technique gaming is the healthiest it’s ever been. Knotty grand-strategy titles reminiscent of Crusader Kings III sit alongside the extra approachable likes of Minecraft Legends, action-focused video games like Aliens: Darkish Descent, the extra typical real-time battlefields of Firm of Heroes 3, and administration simulators like Two Level Campus. Simply this 12 months, Ensemble’s PC traditional Age of Empires 2 was ported to Xbox platforms with a bespoke gamepad management scheme, and Age of Empires 4 adopted swimsuit solely final month.
It speaks, partially, to the overall homogenization of the medium. “The road between consoles and PC gaming goes away,” says Lewis Ward, gaming analysis director at market analysis agency IDC. He notes that seven of the ten top-grossing video games on Steam final 12 months are additionally obtainable on consoles, and publishers themselves are more and more blurring platform distinctions. Sony has ported a number of of its greatest PlayStation exclusives to PC previously few years, together with conventional console mascots like Ratchet & Clank and Sackboy. And the launch of the Steam Deck has allowed gamers to entry the world’s greatest PC storefront via a console-style system.
Up to now, {hardware} disparities have been a serious headache for multiplatform builders, as massive chunks of a recreation must be tweaked to assist the bespoke processes and programs of every console. “These days the CPUs and different {hardware} are literally surprisingly comparable between all of them,” says Ben Hymers, technical director on Two Level Campus. “Some platforms are extra highly effective than others, however the precise core structure of issues is about the identical.”
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