Ensemble Studios: Difference between revisions

m
no edit summary
m (Text replacement - "{{[Ee]ra\|(RW|BS|343)[^}\n]*}}" to "{{Status|RealWorld}}")
mNo edit summary
Line 1: Line 1:
{{Status|RealWorld}}
{{Status|RealWorld}}
{{Wikipedia}}
{{Wikipedia}}
[[File:Ensemble Studios Logo.png|250px|right]]
{{Infobox/Developer
|name=Ensemble Studios
|image=[[File:Ensemble Studios Logo.png|250px]]
|founded= 1995
|dissolved= 2009
|founder= *Tony Goodman
*Rick Goodman
*Brian Sullivan
|leader=
|employees=
|parent= [[Microsoft]]
|subsidiaries=
|headquarters= Dallas, Texas, USA {{C|Former}}
|locations=
|website= [http://www.ensemblestudios.com/ Official website]
|halogames= [[Halo Wars]]
|othergames=[[wikipedia:Age of Empires|''Age of Empires'' series]]
}}
'''Ensemble Studios''' was a game studio known for the [[wikipedia:Age of Empires|''Age of Empires'' series]] and the developers of ''[[Halo Wars]]'', the first [[real-time strategy]] game set in the [[Halo universe|''Halo'' universe]]. The studio was disbanded in [[2009]], following the release of ''Halo Wars''. A majority of studio's former employees moved to [[Robot Entertainment]].
'''Ensemble Studios''' was a game studio known for the [[wikipedia:Age of Empires|''Age of Empires'' series]] and the developers of ''[[Halo Wars]]'', the first [[real-time strategy]] game set in the [[Halo universe|''Halo'' universe]]. The studio was disbanded in [[2009]], following the release of ''Halo Wars''. A majority of studio's former employees moved to [[Robot Entertainment]].


Line 12: Line 29:


=== Developing ''Halo Wars'' and closure ===
=== Developing ''Halo Wars'' and closure ===
In 2007, Ensemble spent 12–18 months prototyping their ''Age of Mythology'' engine to experiment with the concept of a real-time strategy mechanics on a console.<ref name="gamasutra">[http://www.gamasutra.com/php-bin/news_index.php?story=20835#.UGUyuVG-XlO '''Gamasutra''': ''Q&A: How Ensemble Gets Halo Fans To Appreciate Halo Wars'']</ref><ref name="worthplaying">[http://worthplaying.com/article/2009/2/22/interviews/59199/ '''Worthplaying''': ''"Halo Wars" (X360) Developer Interview Part 1'']</ref> The studio concluded the experimentation with the concept of a centralized user interface system and settled for micromanagement and base-building and restricted resource gathering and management to bases. These game mechanics were presented to Microsoft shortly after.{{Ref/Reuse|gamasutra}} Microsoft, being risk-averse at the time, pressured Ensemble to rebrand their formerly original game as a ''Halo'' titles.<ref name="gameindustry">[http://www.gamesindustry.biz/articles/2012-09-27-halo-wars-bungie-saw-it-as-whoring-out-franchise-says-ensemble-founder '''GameIndustry''': ''Halo Wars: Bungie saw it as "whoring out franchise" says Ensemble founder'']</ref> Microsoft doubted that a real-time strategy game on a console could achieve adequate sales otherwise. This decision by Microsoft created a breakdown in relationship between Ensemble Studios and Bungie Studios.{{Ref/Reuse|gameindustry}}{{Ref/Note|Ensemble Studios desired to use their novel game mechanics for an original title. This was denied by Microsoft, who suggested that the game would sell better as a ''Halo'' title. Bungie was discontent with Microsoft's decision of forcing the ''Halo'' intellectual property to be in a different genre. This led to their buy-out in 2007.}} Regardless, the studio cooperated with Bungie Studios to develop ''[[Halo Wars]]''.
In 2007, Ensemble spent 12–18 months prototyping their ''Age of Mythology'' engine to experiment with the concept of a real-time strategy mechanics on a console.<ref name="gamasutra">[http://www.gamasutra.com/php-bin/news_index.php?story=20835#.UGUyuVG-XlO '''Gamasutra''': ''Q&A: How Ensemble Gets Halo Fans To Appreciate Halo Wars'']</ref><ref name="worthplaying">[http://worthplaying.com/article/2009/2/22/interviews/59199/ '''Worthplaying''': ''"Halo Wars" (X360) Developer Interview Part 1'']</ref> The studio concluded the experimentation with the concept of a centralized user interface system and settled for micromanagement and base-building and restricted resource gathering and management to bases. These game mechanics were presented to Microsoft shortly after.{{Ref/Reuse|gamasutra}} Microsoft, being risk-averse at the time, pressured Ensemble to rebrand their formerly original game as a ''Halo'' title.<ref name="gameindustry">[http://www.gamesindustry.biz/articles/2012-09-27-halo-wars-bungie-saw-it-as-whoring-out-franchise-says-ensemble-founder '''GameIndustry''': ''Halo Wars: Bungie saw it as "whoring out franchise" says Ensemble founder'']</ref> Microsoft doubted that a real-time strategy game on a console could achieve adequate sales otherwise. This decision by Microsoft created a breakdown in relationship between Ensemble Studios and Bungie Studios.{{Ref/Reuse|gameindustry}}{{Ref/Note|Ensemble Studios desired to use their novel game mechanics for an original title. This was denied by Microsoft, who suggested that the game would sell better as a ''Halo'' title. Bungie was discontent with Microsoft's decision of forcing the ''Halo'' intellectual property to be in a different genre. This led to their buy-out in 2007.}} Regardless, the studio cooperated with Bungie Studios to develop ''[[Halo Wars]]''.


On September 10, 2008, Ensemble Studios announced that it would be closing a short while after ''[[Halo Wars]]'' was released. Dave Pottinger, Lead Designer of Halo Wars, issued a response assuring that the quality of the game should not be affected. Post-release support for the game is being provided by [[Robot Entertainment]], where a majority of Ensemble's employees went after the close.
On September 10, 2008, Ensemble Studios announced that it would be closing a short while after ''[[Halo Wars]]'' was released. Dave Pottinger, Lead Designer of Halo Wars, issued a response assuring that the quality of the game should not be affected. Post-release support for the game is being provided by [[Robot Entertainment]], where a majority of Ensemble's employees went after the close.