Age of Empires III 2007 Sales Ranking: Gamasutra published sales rankings for PC games recently and it was great to see my favorite RTS set in the Age of Discovery in the top ten at #7. That is an impressive performance for a game published in 2005, but it may also point to a weakness in the PC market overall. They credited the game with sales of 313,000 units. Check out the list here.
http://www.gamasutra.com/php-bin/news_index.php?story=17129
Sales- Exxon Mobil Versus the Game Industry: As gamers and game developers our industry has a high profile in our lives, but where does it rank against other businesses? We are still a blip, apparently (but growing ). For perspective, note that Exxon-Mobil reported in early February fourth quarter sales $116 billion and profits of nearly $12 billion. According to the NPD Group, retail sales of computer and video games reached $9.5 billion in the US last year. If we double or even triple that figure for the rest of the world (and throw in monthly fees for online games), we still come up way short of the oil giant’s quarter.
Halo Wars Archive Builds: These have been coming at a furious pace; the last one I saw was #464.
Date of The Asian Dynasties Patch: By mentioning the coming patch recently we set off a friendly contest for trying to guess when it will actually appear. The truth is we don’t know at this point and it depends on what we find that we think needs work, how soon we can get everything we want fixed, and when it can all be tested and cleared for release. We want it in your hands as soon as we can, but we want it to be a quality effort. Check out the opinions of those guessing when it is coming on Age of Empires III Heaven, here.
http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=st&fn=1&tn=35656&f=1,0,0,10&st=0
Age of Mythology Artificial Intelligence Study: Brad Robnett found and shared an interesting study on the AI in AoM conducted by the Austrian Research Institute for Artificial Intelligence. The authors programmed four AI agents to play the game in single player mode, each with a distinctive style: aggressive, defensive, normal, and neurotic. The neurotic was ostensibly handicapped with irrational assessments of resource value and a tendency to resort to extreme playing styles. The four different AIs won 26 out of 28 games against the game’s Hard AI, with both Aggressive and Neurotic going 7-0. The neurotic AI won its games faster than any other style, however (in under 32 minutes versus second best of just over 35 minutes). Dave Pottinger, Lead Programmer on Age of Empires III, commented that there were some cool ideas in this study that might help make future AIs feel more human, but he questioned some of the thinking, as well. Check out the study here.
http://www.ofai.at/~stefan.rank/presentations/HermannETAL2007-IVA.slides.pdf
Day in the Life of Lead Designer Greg Street: Greg was in charge of the single player campaign for Age of Mythology and then Lead Designer on Age of Empires III. I asked him to share with you what his typical days were like, especially as a lead. Here are Greg’s comments.
- I tend to get in early. I find that the rest of the day is going to be constant interruptions so I can really only get work done when nobody else is here. On AOM and AOE3 there were days I would get in before sunrise, and man that sucked. When things aren’t in crisis, it’s more like 9 AM. This is the time of day when I can get my own bugs fixed and deal with anything else that has been neglected.
- Around 10 AM most of the rest of the team is here and the rest of the morning becomes non-stop emails and people dropping in.
- The artists want to know if the War Wagon is still in the game, and how many upgrades it gets.
- I need to look at the latest proofs of the manual.
- There is probably an interview request from a fan site or magazine.
- One of the designers wants to know if I have any ideas to troubleshoot a random map bug.
- Another can’t make a unit use his special attack (it’s probably a tactics or anim file bug).
- MS says we need to change the name of Constantinople to Istanbul. Wait, didn’t we make the opposite change three months ago? Am I trapped in a song?
- A programmer wants my feedback on the multiplayer game setup UI.
- Some of these things I can answer through email. Others require a quick office visit. I learned quickly that a team wants to see the lead designer. Stay locked in your office at your own peril.
- Too much of that, and you get the reputation of a holy figure handing mandates down the mountain. The game starts to become your game instead of Ensemble’s game. This is Bad.
- In the spare moments between all of those mini-meetings, I constantly refresh the bug database. I assign any bugs to the other designers working on the campaign, random maps, text or the unit database. I close out any bugs that I entered that have come back to me as resolved. I enter any new bugs that I haven’t had a chance to enter yet. Copious amounts of coffee are consumed.
- Ensemble tends to eat lunch at 11:30 to beat the Dallas traffic. However, when we’re in hardcore production I tend to have a lunch meeting four days a week. There just isn’t enough extra time.
After lunch, more meetings. These tend to be:
- A sync with the leads. Are we on track for the milestone? Are there any big features coming unglued? Are there any programmers or designers coming unglued?
- A sync with the designers. What is everyone working on? Who is being held up? What problems are people having?
- A design meeting. This would be to figure out something like a feature that isn’t implemented yet, or a feedback session for something just implemented. These tend to be multi-disciplinary meetings with all departments represented. It’s tough for them to be big enough to involve everyone who needs to be there and small enough so that everyone can still talk.
- A balance meeting. Our balance team will prepare a top 10 list of problems with the game. Sometimes they have ideas to fix the problems and sometimes we have to brainstorm a bit. I try to balance their feedback with the other needs of the game. No, we can’t cut that feature. Yeah, I see your point, but that solution is really confusing. Oh, good idea – let’s go with that.
- In the afternoon, I might have more fires to put out. Though if I’m lucky we have an hour for a playtest with just the designers. I live for these. We can generally screw around and insult each other more in designer-only playtests than we can with the rest of the team. Sometimes we’ll make quick changes to the game, spit out a build, then try it again. I try not to address balance too much in these sessions, since we have a team for that. (Though I do confess to tinkering with those tricky Russians and Ottomans quite a bit.) Instead I try to iterate on things that aren’t yet fun, are confusing or just broken.
- At the end of the day (assuming we’re not in crunch) it’s time for a company playtest. We’ll probably get 8-16 people who are on the team and on other teams to play the game. We always try to have a designer present, and I go whenever I can. We’ve learned that people just have a better time when they know their feedback is getting to the designers unfiltered, and some people want a little more back and forth discussion where you can explain why a feature was implemented in a certain way. Copious amounts of coffee are consumed.
- After the playtest, I make some changes to the game, enter tasks into the bug database for things I can’t change myself (like art, sound or code) and write up a gigantic email summarizing the feedback and the proposed changes (if any). It’s important to close the feedback loop but I won’t pretend this solution is an ideal one. Not everyone wants to read a giant email, and if you get a few responses to the original message, suddenly you might have a gigantic thread of emails with more people piling on. Arguments might start. Feelings might get bruised. Ensemble is still searching for a better way to get this design info communicated back to the team.
- I usually head home between 6:30 and 7:00 depending on how long it took to summarize the playtest feed. The commute home is actually some of my most productive time to think, and I’m always trying to scribble down notes while navigating the horrors of Dallas traffic. Once I get home I often dash out an email (much to my wife’s chagrin) and will probably check email 3-4 more times that evening.
Now, when we’re not in production, replace almost everything above with brainstorm meetings and lots of email. We do get to eat lunch out more often though. The copious amounts of coffee – that never goes away. You need a strong stomach as a lead here. I’m not sure if the coffee is the cause or just an added bonus of the iron constitution you develop.
Bruce Shelley