Bruce Shelley

The Asian Dynasties Patch Update


The Asian Dynasties Patch Update: Oscar Santos, head of our community team, has told me that the design and balance changes for the long awaited first patch for The Asian Dynasties (patch 1.01) have been finalized. From this point, the patch will be built, playtested by ES and Microsoft, and verified by our Quality Assurance team and our beta playtesters while the localization teams are doing the translations. If no serious bugs are discovered, we expect to release the patch sometime “before the end of winter” as mentioned in a previous blog post. The patch notes will be posted soon by Thunder on the AgeCommunity site, so watch for those.

For this patch we recruited the help of 8 top players from the Age community. They were given beta versions of the patch and we set up a private forum for discussion. They played the beta against each other and our balance team. They did a great job of being objective, responsible, and mature about the whole process. If they lost a game, they were able to distinguish between being outplayed and running into imbalances. This type of feedback is invaluable and often difficult to collect. We think the patch is going to be excellent and a lot of that will be due to the help of The ES 8.

Crunch Music: The Halo Wars team is working extra hours this week and that reminded me of one of our crunch time traditions– playing music over the intercom at 10 PM before thanking everyone for their efforts and sending them home. Around quitting time, we hear the intercom sound and then music starts, and then the producer makes a short announcement officially ending the extra long work day.

I believe crunch music was initiated by Harter Ryan, then Producer on Age of Kings. He says he liked to play songs like Devo’s “Working in a Coal Mine” and Paul Hardcastle’s “Nineteen” at the end of long days to remind people that “well, it could be worse.”  He recalls that people didn’t think much of his 70’s and 80’s music, and would try to preempt his songs with their own 1990’s stuff.

Producer Dave Rippy (Age of Mythology and Age of Empires III) doesn’t recall any rhyme or reason to his choices. One night it might have been a cheesy 80’s hair band (okay most nights), the next night a hardcore rap song, or something off-the-wall like the “all your bases” remix. His goal was to keep it fun and interesting enough to encourage people to stay until the end of the crunch day to hear what was played.

Wally Wachi, Producer on The Warchiefs, who is not a musician like Dave and his brothers Chris and Stephen, often let others on the team suggest a song. He started letting one person pick the music for an entire week until one guy played Chipmunks versions of popular tracks every night. He wasn’t picked again.

Chris Rippy, Producer on Halo Wars, tries to pick something different every night, usually with a hidden message. Last night, for example, he played a request by Dave Pottinger dedicated to Jerome Jones– “The Flame,” by Cheap Trick.

Halo Wars Builds: Every day a variety of builds, or versions, of Halo Wars are created and saved. There are four of these: Archive, Playtest, Work, and Tools. The Tools build is a completely different application that we use to create content for the X360 game. It is not the game but the software that designers use to create scenarios, maps, and other content that will then be added to the actual X360 game builds.

The Work build is the work in progress version of the X360 game that virtually anyone on the team can work in and save off. This includes not only the game itself but source files such as 3DSMAX files, photoshop files, etc. The Playtest build is a subset of the Work build. It includes only files needed to run the game on the X360 and none of the source files. The Archive build is also a subset of the Work build, but again no source files and everything is optimized and combined into archives for fast loading on the X360.

If you aren’t confused yet, we actually use the Archive build now in playtest and the Playtest build is kept around for debugging and troubleshooting (easier since it is not optimized). The actual Halo Wars game we ship later this year will be a final Archive build.

The Asian Dynasties in the World Cyber Games?: Not yet, but we are hopeful. Ben Donges from our community team is working to convince the WCG that this would be a good thing for them. Again, keep checking the Age community site where we’ll let you know as soon as we know.

New Elevator Floor: As we discuss a possible new office site, the conversation often heads to odd places. One of the oddest recently was elevator décor, especially for the floors. Here is an idea that I predict we’ll pass on.

http://www.hemmy.net/2006/10/03/elevator-floor-illusion/

ES at GDC: About 15 of our people went to the Game Developer’s Conference this year and I don’t think any of them gave presentations. That is relatively low attendance for us, partly due to the push on Halo Wars. Besides the DICE conference held earlier in February, some of our people will also go to Siggraph and the Austin GDC.

Good Luck Greg Street: In the last blog post Greg shared a little about the typical day for him as the Lead Designer on Age of Empires III. I gave him credit incorrectly for being in charge of the campaign in AoM. Jerome Jones oversaw the creation of that campaign; Greg oversaw the campaign in Age of Empires II. For AoM Greg was in charge of the database (balance, etc.) and random maps, plus he worked with Lead Designer Ian Fischer on the writing of the story.

I am sorry (for us) to say that Greg has left Ensemble Studios to pursue a dream of working on a major MMORPG (so great for him). We wish him the best with appreciation for his friendship, insights, and excellent work over the years.

Bruce Shelley

Published Monday, March 03, 2008 1:53 PM
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