Interview: Greg Street - Game Designer (12/09/98)
Omnivac: Welcome, and thank you Greg for taking some time away from your demanding
schedule at Ensemble Studios to entertain all of us, fans of Age of Empires and Age of
Empires II: Age of Kings!...
Greg Street: My pleasure. Staying in contact with the fans is
important to the members of the Ensemble Studios team. I'm glad I can do my part!
Omnivac: Okay Greg, Lets start off with an easy question. What is your main responsibility
at Ensemble Studios? And how in Heaven's name a Marine Biologist become part of the
creative team working on Age of Empires II: Age of Kings?
Greg Street: My title is Game Designer. Everyone at ES designs
to some extent, but since I can't program or do 3D art, I do nothing but design. Right now
I am working on the campaigns for Age2, helping to design the Scenario Editor, developing
all the Random Map types, and helping the other designers come up with names, attributes,
and justification for all the civs and units.
How did I get here? The short version is that being a marine biologist is a lot of fun for
the first several years or so. During my PhD work and a year teaching college, I was going
out into the ocean quite a bit to see all the crazy stuff out there. I got to retrieve
animals from the bottom of the ocean, take students out into the Gulf of Mexico, swim with
sharks and turtles, and live on the beach. What more could you want out of life? As I
moved up the ranks, however, I was spending more and more of my time writing grant
proposals, filling out paperwork and playing departmental politics. Yuck. Science is a lot
of doing the same thing over and over again.
I don't find it too hard to justify why I enjoy my current position much more. If I hadn't
been able to swing this job, I am not sure what other career I would be happy doing.
Gazelle poacher, perhaps. (KIDDING! Do not call PETA!)
Why was ES interested in a marine biologist? If I had to guess: my writing and teaching
experience, historical breadth, personal hygiene, gudd speling, creativity, my talent at
capturing live alligators, and the scenario I submitted with my application (it's in ROR,
BTW. I'll let you figure out which one....) Because I would be leaving behind a career
that had taken years of school to achieve, ES knew I was pretty serious about wanting to
make games. I also knew what a solifugid was, which is a bonus in any company that employs
Sandy Petersen.
Omnivac: I guess you'll make sure dolphins are not hunted by players in AOK? :^)
Greg Street: On the contrary, you can always find fish
underneath dolphins. Just ask the tuna fleets. We were also talking about replacing
gazelles with seal pups in the northern climates, but that gets a little gruesome.
(KIDDING! Do not call PETA!)
Omnivac: After being a fan yourself of the game and being a visitor of Age of Empires
Heaven and other sites, how is it now that you are really on the other side of the fence?
Is it like you thought it would be?
Greg Street: It wasn't that long ago I was scanning through the
pages of Heaven and other sites trying to absorb any new information about Age2. That is
the main reason that I try to drop by the fan sites as often as I can.
Is it like I thought it would be? Ensemble Studios really has a corporate culture unlike
any job I have ever had. We truly are just a bunch of gamers trying to make some great
games. There are no suits or corporate heavies telling us what we can and can't put in the
game. If you have a great idea, all you have to do is convince everyone else in the
company that it's great.
Omnivac: What is it like, a day at Ensemble Studios for Greg Street?
Greg Street: I guess it would be typical for me to say how much
work it is and what long hours we put in, but the truth is that I usually can't wait to
get to work in the mornings.
I write most of the campaign stuff early on when it is pretty quiet. As more of the guys
show up and things get noisy, I scroll through email and check out the fan sites and
forums. Everyone at Ensemble Studios has input into most of the decisions the company
makes, so we have a lot of meetings. At least 30 or 40 a day. Well...it sure feels like
it.
At lunch I usually play a board game or war game with anyone who is available (read: has
no meetings). After lunch I work on random map stuff and playtest Age2. The evenings I set
aside to try out the latest PC games (I have to--it's my job! Yeah, that's it.) I put in
about twelve hours a day right now, but we have yet to enter crunch mode for Age2.
Omnivac: Since one of your main task at Ensemble Studios deal with the scenario editor,
can you tell some of the new features we will see in it?
Greg Street: Would you believe the editor is one of the last
things we are going to do? That's because we need to see how all of the new features work.
Can you start units in formations? How do you get the AI to use the market? I can promise
that it will allow anyone to make a robust campaign that takes advantage of all of Age2's
features. I am really looking forward to seeing what people come up with!
Omnivac: Was Ensemble Studios surprised at how popular was the scenario editor of Age of
Empires? What do they think of the fans' scenarios and campaigns?
Greg Street: I don't think anyone expected the editor to be used
nearly to the extent that it has been. People have really milked that thing for some great
results. While drawing a map is not that difficult, developing useful AI and PER files can
be a real pain. It is amazing how adept some of the fans have become getting the AI to do
what they want. AI for Age of Empires is not trivial. There are tons of units, several
victory conditions, and a lot of depth to the strategy. It is great to see when it is all
done well.
Omnivac: Do you have any preferred fan works in particular?
Greg Street: I don't want to name names because the net
zeitgeist is such that once a few people get a reputation for being good at scenarios (or
even playing the game for that matter), other folks feel like they can't compete and stop
trying. I do download quite a few scenarios and campaigns. I feel like it's part of my job
to stay on top of things like that. I think part of the reason the ROR campaigns are
better than the Age1 campaigns is because we learned a lot about what the fans like to see
in campaigns.
Omnivac: In your opinion, what makes or breaks a good scenario or campaign? Can you give
any advices to those who start designing them?
Greg Street: Because the Random Maps in Age1 are so good, I
think that a successful scenario has to be as unlike a Random Map as possible. A
good-looking map that actually affects gameplay is great to see, as are AI opponents that
behave like human players. Any computer opponent can do well given 99,999 gold, stone and
wood. It's when I find myself fighting with the AI over the last gold mine on a map that I
really enjoy the single player game. A story (historical or not) that puts the scenario in
some kind of context is useful as well. "Red called you a monkey--go destroy his
town" is not the stuff of epic literature.
I think a scenario designer should know what is going to happen in a scenario at any given
time. You should know when you want the AI to attack and what units it should be using.
This works in AOE, because the AI must still build up like a human player. Otherwise the
scenario might feel very "scripted" and becomes more of a puzzle scenario.
Some folks like puzzle scenarios, but they are not my personal favorite. I don't like
trying to figure out what the designer was thinking. There is a subtle difference between
a designer being able to predict what the AI will do and the designer making a map that is
essentially a linear gauntlet. ("Red Wizard needs food badly!") You should not
be able to make a "walkthrough" of a scenario (the way you can for an adventure
game) but a "strategy guide".
I usually go through four steps in testing maps: 1) Give tons of resources to the AI to
check build lists (using cheats is helpful here). 2) Let the AI go for a bit at max speed.
Build tons of walls around the human player if you are worried about the game ending too
quickly. Go get a cookie or something and come back later to see if Red and Yellow
eventually made those Armored Elephants or got caught up behind a cliff somewhere. This
tests to see if the AI is doing what it should and gives you an idea about resource level
and pacing. 3) Play through the scenario to test for difficulty level. 4) Let someone else
playtest the scenario--there is no telling what other people will come up with if you
don't. In Alesia, for example, you could really mess things up by converting the enemy
hero you are supposed to kill.
Omnivac: If there was only one campaign in Age of Empires II: Age of Kings you could make,
what would it be?
Greg Street: Ever heard of Peter the Hermit and the Peasant's
Crusade? Peter led a bunch on unarmed peasants down into the Holy Land and discovered that
Turkish horse archers are pretty good at killing peasants. I envision this campaign
involving a lot of running away....
Omnivac: *Ahem!*
Greg Street: Seriously, I think we would be pretty remiss if we
left out the Mongol invasions. No other military leader in history has been able to match
Genghis Khan's rate of conquering land. The Romans owned most of the known world, but it
took them decades. Genghis did it in one afternoon between 3 and 4 pm, before the nightly
yak milking.
Omnivac: Aha! Got you there. Looking forward to play it. :^)
Greg Street: Did I mention that the Mongols had Mirror Towers,
Nuke Troopers and Alligator Kings?
Omnivac: Aaaah.. Huh?...err, After playing Age of Empires, what get you excited the most
when you playtest Age of Kings in its current state? I personally look forward the
fighting formations and the new economic model.
Greg Street: The game just *looks* better. When I play Age1 and
then Age2, I am amazed at how much my city really looks like a medieval city. The artists
have really outdone themselves on units, buildings and terrain.
I am the first to admit that great graphics alone do not make a great game, so I will also
add that the new economic model is pretty exciting. It is nice to be able to sell off
excess wood to get that little boost you need to go Imperial.
Omnivac: Speaking of super-units, what will happen if someone play a full tech tree game?
Can he build all the different super-units of every civilizations?
Greg Street: That is still undecided. I predict that a civ will
be able to build every unit except for the civ-specific ones (like samurai and
longbowmen).
Omnivac: During playtesting, has anyone established himself as the master of AoK yet? Is
Dave "BigDog" Pottinger renewing his "tyranny" over the other ES
employees? I remember him being called the "20 minutes Iron" Man in the ol' days
of AoE playtesting, hehe.
Greg Street: Dave attacks pretty quickly, particularly in team
games. The two guys who give him the greatest challenge are Tim Deen and Angelo Laudon,
who are also both programmers. My theory is that programmers think very analytically and
can keep all those little numbers about pierce armor and ROF straight in their minds.
In general, I think we probably play the game less than people out on the net realize.
There is a lot to do besides just playtesting over and over again. Testing for game
balance is dreadfully important to the game, but not nearly as important as testing to
make sure the game doesn't crash or go out of sync.
Omnivac: Any favourite civs or units yet? Yours personally, or the most popular ones over
at ES.
Greg Street: Last week, everyone loved jannisaries because an
error in the database gave them 430 hit points! When everything has its normal hit points,
though, I like to play the advanced archers, particularly arbalests and longbowmen. The
civ differences aren't all ironed out yet, so I don't yet have a favorite civ. The
Mideasterners have the best art set (though the others are still quite good) so I have
been playing them lately.
Omnivac: What about the Raider Civs? A lot of people are looking forward to play them and
as of late, their status was still unknown if they would make it in the game. It must be
also very hard to balance them with the normal civs since they will play entirely
differently. Is this the major factor for them to be in AoK or not?
Greg Street: They will be there! Raiders are very hard to
balance but they are still slated to go in the game. We just had to get the other civs
functional first so we would have a baseline with which to compare the raiders.
I would say the new economic model, the raiders, use of formations, and the changes to the
first fifteen minutes of the game are going to be the features that most differentiate a
game of AOK from AOE. As far as the product is concerned, the campaigns, random maps, AI
and improved usability are much better than they were in AOE.
Omnivac: In the January 99 issue of computer gaming world, there was a mention of a new
victory condition, Regicide, where you must kill or capture a Royal Unit. What's the low
down on this? Are they like the heroes of AoE, or players can customize them to some
extent like naming the king (or queen), and even maybe choosing what type of unit it will
be as well as having a point system for the various stats of a unit. I think all players
would like to at least personalize their own king or queen.
Greg Street: We envision Regicide as an evolution of the AOE
Deathmatch (though there will still be the familiar, resource-heavy DM in Age2).
Basically, you start with a lot of stuff and have to play capture the flag with king
units. There is more to it, but I don't want to give it all away.
Omnivac: The bane of the multiplayers is without a doubt the dreaded disconnection. This
is an absolute killer when you play a very good game (It never happens when you
successfully tool rush someone and win easily). Is the multiplayer save game still in?
What will be the exact procedure to follow?
Greg Street: Paul "Winter" Bettner has come up with a
really elegant save system. Not only is there a multiplayer save, but more than likely,
the game will be auto saved periodically and can be restored. There is an option on the
host screen to "Restore game" which will put the saved game up with the original
player names. You then wait (and can hopefully drop) the other players. I suspect there is
some kind of version comparison to keep people from hacking their files in between
disconnect and restore.
Omnivac: Will the population limit be a real population limit this time, or you can get
around it like in AoE by building several units when you have one free space left?
Greg Street: That is also undecided. Obviously, queuing of units
makes a big difference in the game. Also, the new economic model sometimes means that the
rate at which you produce units (not the underlying resources required) becomes the
limiting factor in a prolonged war. Those two considerations will probably lead to a
"real" popcap.
Omnivac: Thanks a lot Greg. I'm sure there is a lot more to know that will be revealed in
the upcoming months. Anything you want to add before the end?
Greg Street: The Random Map types are looking really cool, and
yes, there will be a "Random" type this time around. It is possible (but no
promises) that players will be able to develop their own Random Map types. My favorite
starts you with three gazelle that you must get past all the Alligator Shrimp and Mirror
Shrimp on the map. (Do not call PETA....)
The comments of Greg Street do not necessarily reflect the views of Ensemble Studios.
Doubtless some employees support PETA and/or gazelle poaching.
Omnivac: Hehe! See you on the battlefield...

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