Bruce Shelley

TAD Patch Update


TAD Patch Update: It didn’t take long for the community to find and exploit a bug uncovered by Patch 1.01. The bug allows players using the French Home City team Church card to obtain an unfair wood advantage at the start of a game. Basically we intended that the card drop the cost of team Churches by 80% from their original cost of 250 wood. Instead of an 80% drop we mistakenly set the card in the original Age III to drop the wood cost by 200. Then, when Patch 1.01 reduced the cost of the Church to 100 wood, the door was opened to create a ploy where players could get 100 free wood for every Church they built, destroying game balance.

We are seeing players with 2000 wood before the 6 minute mark. A British player on a team using this ploy and a Manor boom can get to 40+ villagers a little after hitting Colonial Age.

We were able to quickly identify the problem when it came to our attention. We will be issuing a hotfix patch shortly, using our new plan to bypass the normal rigorous patching process to correct issues like this very quickly. The correction will be patch TAD 1.01a.
We continue to be amazed at what the community can find in such a short period of time. Congratulations, I guess :)

Patch Well Received: Despite the problem noted above, the community seems to be happy with the patch overall. The response in the forums is positive and the number of games played has been jumping. It may be receiving the best response ever for a patch of our games, which is a tribute to our community, design, and test teams who put in the work to make it happen. The patch also benefited very strongly from the involvement of our E Team, a group of top Age players who worked with us throughout the process. We remain committed to improving the game as necessary and making it as good a multi-player experience as we can.

Banned Accounts: Our community team reports that the number of banned Age III accounts went over the 1800 mark recently (not counting banned CD-Keys). We know that cheaters can spoil the online experience for others so we try to keep after them aggressively.

New Halo Wars Swag: We recently passed out to the entire studio new Halo Wars ball caps and t-shirts featuring the logo of UNSC ship Spirit of Fire. The hats are black and the shirts are gray. When I visited the community team recently half of them had on the hats. Lizette Atkinson, our office manager, provided shirts in small sizes for the growing number of children in our studio family.

Halo Wars News: The game just went through a major review at MGS headquarters in Redmond, and feedback from our team is that the game was very well received. We continue to run at least two test sessions each day and new builds are coming rapidly. I saw archive build #591 announced recently. Designer Dave Pottinger is conducting this week a series of feedback sessions from everyone on the team and anyone else in the company who has opinions.

Books on Game Design Theory: Matthew Goldman recommended a book he has been reading, Prisoner’s Dilemma, by William Poundstone. Rob Fermier suggested another book outside traditional game literature- Rules of Play: Game Design Fundamentals, by Katie Salen and Eric Zimmerman.

Innovation Lessons from Blizzard: This blog post passed around our office and is worth a read if you are interested in the game development process. It lists 11 lessons from this premier game development on how to achieve successful innovation in games. The lessons could well apply to any organization required to innovate. I am happy to say that Ensemble Studios does all of these things more or less, employing them ourselves independently over the last 13 years. We too have cancelled a number of games along the way. Blizzard has been much more open of late about their internal workings after years of being secretive, or at least non-communicative. I remember trying to get them to speak at game development conferences and being told that was against their policies. Apparently that has changed and I think that can only improve their already well-deserved high reputation and benefit our industry as well.

http://innovation.freedomblogging.com/2008/04/04/11-innovation-lessons-from-creators-of-world-of-warcraft/

Goodbye Stormfront Studios: Another month and another fine game developer closes down. Don Daglow, Stormfront studio head, is one of the pioneers of our industry and this excellent studio had been around for 20 years or so. Apparently they could not fill a pipeline of sufficient quality projects to keep going. Examples like this, and the recent closing of Iron Lore, make me skeptical when new studios pop up with limited experience and big expectations.

Bruce Shelley

Published Tuesday, April 15, 2008 4:13 PM
Filed under:
Anonymous comments are disabled