Showing posts with label Interview. Show all posts
Showing posts with label Interview. Show all posts

Tuesday, March 03, 2009

Bonfire Studios Interview

When Microsoft announced they were closing down Ensemble Studios (most famous for the Age of Empires series and, more recently, Halo Wars) I was deeply shocked. More shocked even than when Bungie left Microsoft. Ensemble had been with Mircosoft for as long as I have been playing video games.

Since this announcement, Halo Wars has been released and, by and large, has been positively reviewed (with a few notable exceptions), I'll be posting my thoughts in a couple of weeks. Following it's release, Ensemble Studios was duly dismantled; a true figurehead of the industry removed.

However, all is not lost. From Ensemble rises two new development companies. The first, Robot Entertainment, is currently working on the Halo Wars DLC in addition to their own new intellectual property. The second, Bonfire Studios, kindly agreed to answer some of my questions about the break from Microsoft, Halo Wars, their new studio and their new project.

Closure of Ensemble Studios

1) Would you view your break with Microsoft as a blessing in disguise, as you surely must have more freedom in design, or a curse, as, in reality you have less freedom due to financial constraints?
It’s a bit of both. We enjoyed a great relationship with Microsoft for almost 15 years, and it was very disappointing when they decided to close Ensemble. Microsoft was supportive of Ensemble in most ways, but we found it difficult to branch out into genres other than RTS, largely due to the success of our RTS games. The break from Microsoft allows us to explore some creative ideas that would have been difficult to pursue in the past.

2) What will you miss least about being a first party developer?
We liked the fact that Ensemble was closely linked to PC gaming and now the Xbox, and I believe we helped Microsoft push both of those platforms forward. However, there were times when we wish we could have pursued development on platforms such as the iPhone or Wii, and obviously that wasn’t going to happen when we were owned by Microsoft.

3) And what will you miss most?
I’ll miss a lot of the friendships that were built over the years at Microsoft. I think we’ll also miss working with one of the biggest players in the tech and gaming industry

Halo Wars

4) Have you played Dawn of War 2, and if so, what did you think of it (bare with me)?

Yes, it’s really popular around the office right now. The reviews have been very positive, and the game looks great. Relic has done a very nice job with the Warhammer 40,000 franchise.


5) What would you say to Dawn of War 2 being better suited to the console than Halo Wars? After all, there were fewer units to control, which surely would have been easier on the console.

Without commenting on Dawn of War 2 specifically, I will say that the number of units you control is just one aspect of what makes an RTS work well on the console. Every feature in Halo Wars was designed with the Xbox 360 in mind, and because of that, I think it works very well on the console. After our experience developing Halo Wars, It's hard to imagine any PC title working well on the console without significant design change.

6) Were you pleased with the reception of Halo Wars?

Yes, we've been pleased with the response so far. Our ratings are in-line with those of previous Ensemble titles, and most of the reviewers feel that Halo Wars is a great addition to the Halo Universe. They feel that we nailed the control scheme, which was extremely important to us, and something that we had to get right for RTS games to finally migrate to the console.


7) Given more time, is there anything you wished you could have changed in Halo Wars?

Of course. As a developer, there’s always one more feature or one more polish pass you’d like to finish before sending the game out into the wild. Halo Wars was no different. Given more time, I would have liked to have seen us implement split screen co-op for the campaign.

8) Are there any plans to port Halo Wars for the PC?

Microsoft hasn’t announced any plans to port Halo Wars to the PC. To-date, they’ve been firm about Halo Wars being exclusive to the Xbox 360.


Bonfire Studios

9) There are two splinter development companies that came from Ensemble Studios, so obviously the team was split. Which areas do your team specialize in? Do you wish there was anyone / any skill area that you wish you had more of as it has gone to the other team. I.E., is one team the artists and the other the programmers?

The company was divided largely along product lines. Virtually everyone at Bonfire worked on Halo Wars from the earliest concept phase all the way through ship. We have a complete team – artists, programmers, designers, audio, and production. Robot, the other Ensemble spinoff, has very specific plans in mind that don’t overlap with what we’re doing at Bonfire, so it really worked out well that two top-notch studios are coming out of Ensemble’s closure.

10) Will you be working with the other studio on any future projects?

We don’t have any plans to work with Robot at this time, but they are great friends of ours, so you never know what might happen!


11) I heard that Robot would be working on the DLC for Halo Wars; does this mean you are not?

That is true – Robot is releasing DLC for Halo Wars. Bonfire doesn’t have any responsibilities for supporting Halo Wars at the moment.

12)Why is Robot working on the DLC if your team is composed of the Halo Wars development team?

At Ensemble, everyone in the company eventually piled onto Halo Wars to help get it out the door. So, while most everyone at Bonfire was on Halo Wars from the very beginning, the team also eventually included the folks that now work at Robot. Robot was the first spinoff to come out of Ensemble’s closure, and Microsoft felt they’d be a good fit for the initial round of DLC.

13) Will you remain a 3rd party developer to Microsoft or entirely freelance?

We haven’t announced a publishing partner yet for our new game, but we’d certainly be open to working with Microsoft in the future. Despite the fact that they closed Ensemble, we enjoyed working with Microsoft over the years and we made some great games together.


Future Projects

14) What is your current project, or is it just a collection of different ideas at the moment?

We’re working on an entirely new game based on original IP that we are very excited about. There’s not a lot we can discuss just yet, but I think fans of Ensemble titles will be very excited when they hear what we have in store and also a bit surprised!

15) What are your thoughts on the Wii, specifically for "hard-core" games and even real time strategy games?

I think there is a huge opportunity for a publisher willing to take a bet on a more “hard-core” title for the Wii. How can you ignore a console with such a massive install base? The game needs to be designed with the Wii in mind from the start, and not just be a simple port of an existing title. Madworld from Sega comes to mind – talk about breaking the mold of what is expected in a Wii title! I think strategy games could find a home on the Wii as well. Our hope is that Halo Wars is the title that finally demonstrates that RTS games can work well on the console. If it does, maybe other publishers will feel more confident in investing in RTS games on all consoles including the Wii.

16) Will you be producing games from outside the RTS genre?

Definitely - our first game is something very different than what we've done in the past. I think our games will always have a strong strategy element to them, though, since that is one of our core strengths. Of course, we do love the RTS genre, and I imagine we’ll always keep that door open in the future.


17) Can you give us a time frame on hearing about a new project from Bonfire Studios more officially?

The team would love to share more with you today, but I’d say “later this year” is a safer answer!

Conclusion

While they sadly did not reveal their current project (trust me, I begged) they do drop a couple of interesting hints. While this is purely speculation, I think their new game could be squad based first person shooter. Why? Well, they hinted at a game that was "very different to what we have done in the past" but yet has a "strong strategy element". It is also possible that it could be a Wii game, however, that is also guess work based on their apparent interest in the Wii.

Their conclusion of Halo Wars is to be predicted, I truly hope it was the legacy they wanted to leave behind. While I am disappointed that there are no plans for a port to the PC for Halo Wars, I am hardly surprised.

Wednesday, September 05, 2007

Gravitroix Interview

Well, Medaverse has very kindly answered some questions about their upcoming WiiWare title Gravitronix. Without any further ado, here is the interview:

1. Could you give us a brief outline of what Gravitronix is about?

I've found it's difficult to describe how the game will play without going into paragraphs of description which ultimately wind up confusing people instead of enlightening them. To this end, we plan to release a very succinct but thorough video detailing the entire game and how it's played before its release. Yeah, I know it sucks that I'm not spilling the beans right now, but trust me, once we release the preview video, you'll understand why this is an idea that needs to be delivered all at once and not in small portions. If we tried now, we'd fail and more people would come away saying, "I hate the way it sounds." than understanding how the game will actually play.

2. Could you elaborate on the term Action/Battle game?

"Action/Battle" means pitting players against each other directly in a situation where those with quick reflexes and strategic planning will prevail, and while I can't go into the utmost specifics, I can say that randomness will also play a factor in success.

3. How are you using the Wii Remote unique motion sensing ability and will the game use the Nunchuk?

For both the Wii Remote and nunchuk, players will be twisting (like turning a key) and using only the A/B or C/Z buttons to play the game. The controls themselves are immensely simple to learn, but mastering them to achieve the highest effectiveness is another story altogether.

4. What kind of graphics style are you using?

The graphics will have a sharp, rendered look to them, but beyond that, while it's not set in stone yet due to time constraints, we hope to allow the players to select characters to represent them on screen.

5. When is the game set, i.e.. in the future, and will the game feature a story?

It doesn't have a storyline or a setting. If we're going to give a game a storyline, we're going to do it properly and Gravitronix didn't present itself as the type of game where it would be plausible. You're fighting for the sake of fighting and that's where we're going to leave it. If you want a setting, consider it a dimension of its own. Don't get me wrong, we have a laundry list of ideas which involve compelling storylines, but if we're going to do it, we're either going do it right or not at all.

6. You say the game features 1-4 players, will the game support online and offline multiplayer?

The game will easily support four player offline, and while we're looking into Wifi support, I wouldn't count on it. We're only even going to look into online play after all of the core game is honed to the point where we're extremely happy with it, and while I'm pushing hard to get eight player into the game, I'm not going to promise it until we're certain it's doable.

7. Will there be any single player to speak of?


Yes, there will be a single player mode, but as for the complexity, we're not yet certain how far we want to go with it. Gravitronix is an unabashedly multiplayer-focused title. The campaign mode will at least consist of a series of successively difficult battles, but we also hope to have multiplayer co-op support for these as well.

8. How many Wii points are you expecting to sell this for?


We'd opt to charge 500 points for Gravitronix even though I think it'll provide far more than that in a dollar to hour entertainment ratio. This is our first game, after all, and we understand that players will be a bit leery on the subject of trusting a developer they've never heard of before. When many people have tight entertainment budgets, we consider having a $5 price tag meeting our potential customers half way. I don't want people to feel burned on the purchase of a Medaverse game, be it for $5 or $50.

9. What design challenges have you had to overcome when developing for the Wii?


The biggest challenge was coming up with an idea worthy of developing but at the same time simple enough that a small dev team like us can pull it off. We went through two other games before deciding on Gravitronix because the first two ideas were far too complex for a team our size. We want to start small and work our way up and finding the idea that could be our start was probably the biggest challenge.

10. What has been your favourite game on the Wii and have you taken any inspiration from it?

I hate to be cliché and say Wii Sports, but I'm going to choose it anyway. Not only is the game the best viral marker I've ever seen (anyone who tries it at a friend/family member's home will want a Wii shortly thereafter), but it demonstrates how a game can have the simplicity to appeal to anyone while at the same time the depth hardcore players crave. There are some insanely good WIi Sports players out there and I'm quite certain that anyone who wants to pass Wii Sports off as a simple tech demo with no depth will have their asses repeatedly handed to them by the veteran players. Wii Sports struck a perfect balance between accessibility and depth. It is my fondest wish that Gravitronix can achieve even a fraction of that same appeal.

11. What stage of development is the game currently in?


We're still in the early stages: the engine is being finalized, the sprites are being made, the character concept art is being drawn up, the music is being mixed, etc. I realize we have only a few short months between now and the launch of WiiWare, but the project is moving at the best pace capable with the team it has. Everyone on "staff" currently works another job and is doing this on the side in the hopes of living out their dream of game development, but the allure of doing this full time is more than enough to keep us chugging away at it late into the night. I'm even answering these interview questions at 10 PM.

12. When do you hope to have this game finished?

We hope to have Gravitronix ready to launch alongside WiiWare in 2008.

Thanks again Medaverse, I look forward to hearing more about this title in the upcoming months.

Friday, August 31, 2007

Gravitronix Interview Preview

The creators of Gravitronix, Medaverse Studios, have agreed to do a Q and A with this blog (thanks!) I will be sending off the questions this Sunday so if you have any questions you would like asked, please post a comment. The only details to have been released thus far are :

-Gravitronix is an action/battle game for 1-4 players (possibly 8).
-The game takes place in a single-screen arena.
-The objects seen in the logo are the projectiles used as weapons.
-These projectiles will have different physics, making them behave differently depending on how you use them.
-There will be a great deal of depth in the control scheme.
-Veteran players will master manoeuvre's which make rookie players cry "HAX!!!"
-These details are intentionally vague, but we will have screenshots and movies closer to release which will explain everything.

All questions submitted will be considered but I can't promise that Medaverse will want to give away the relevant piece of information . The interview should be out before next Wednesday.

 
"All your base are belong to us"