Age of Empires at E3
Published by Microsoft and Ensemble Studios
July 31st 1997
Ensemble Studios and Microsoft combined to put on a fantastic Age of
Empires show at E3 this year in Atlanta. AOE took up a full corner of
the Microsoft pavilion. They went all out for us.
Two large guard towers
and a giant catapult formed our triangular station. Add in smoke, a big
sound system playing David Rippy's score, and Roman legionnaires walking
around. At least eight computers were running AOE at all times. Tim Z.
and Chris Haddan were usually on site, plus a scattering of ES
personnel. Our computers were rarely unoccupied. There were a number of
repeat players, returning each day for more. There were a couple of
people who played on for hours. The response was outstanding.
One favorite tactic with a vacant machine was to start up one of
the Alexander the Great battles. In few minutes a crowd would gather to
watch the incredible animations and then one of the onlookers would give
it a try. Worked every time.
Comments overheard at the booth:
- Terry Coleman (CGW): "AOE and Gettysburg are two of the best, if not the
best, real-time games for 1997."
- Bruce Milligan (AOL Online Games): "A fantastic product; nothing else
comes close."
- Morten Larsen (online journalist from Norway): "Wonderful game; it will
sell great in Europe."
- Glenn Drover (Activision sales and ex-Microprose): "A sure winner."
-
Josh Resnick (Director of Production, Activision) & Greg Borrud
(producer of Dark Reign, Activision): "Great game; fantastic animations
and art; want to relocate to Santa Monica?"
- Nash Werner & George Chronis (PC Games): "We love it; it's great; get us
a new version!"
- Chris Anderson (PC Zone; UK magazine): "Very impressive; a sure hit in
Britain."
- Sid Meier and Jeff Briggs (Firaxis Software): "Looks great; we're glad
we don't have to compete against you directly; we love your horses and
other animations, especially the death animations."
-
Johnny Wilson (CGW): "AOE is one of five or so games showing here that
have a chance to make real money."
- Robert McMillon (E3 attendee): "I was awestruck (by Age of Empires). We
came back and played multiplayer on Friday with what seemed to be half
your staff watching. The game easily had my vote for the best of show.
Pass kudos galore to your animators. I think that they have set a new
standard to measure games by. We were astounded by the hunting
animations."
- Sean Wolff (ES 3D Animator): "Everyone from Activision (Dark Reign) and
Blizzard were required to stop by the booth and check us out. We could not get enough praise as to how great
the game looked and played."
- Mark Terrano (ES Comm Developer): "What amazed me was the level of press
interest from the European magazines and Web sites. And even better than the quotes were the bug-eyed stares when visitors
saw the Calvary get into a battle, or watched the heavy catapult knock
down archers 5 at a blow. To summarize, if I had a dollar for every jaw
that dropped in our booth at E3 I could retire."
- Stuart Moulder (Microsoft): "Wizards of the Coast loved our booth so much they wanted to buy
the catapult. Ultimately it fell through when they couldn't work out the
transport issues. Guess it wasn't a carry-on item."
"Our booth staffing was a bit thin this year. The Ensemble crew
really saved us. Everyone from Ensemble did a fantastic job showing the
product and helping generate the enthusiasm we all heard at the show.
And almost no one complained that we didn't have any booth babes. (g)"
- Chris Rippy (ES Sound Director): "Got this message from David Pall,
developer of Pitfall 3-'Age of Empires is one of the games I am most
looking forward to.'"
- Tim Znamenacek (Microsoft Project Manager): "I heard from all of the
people demo-ing to the press, analysts, buyers, etc., in the Microsoft
private rooms that Age was a clear favorite."
- Dave Pottinger (ES Engine Lead and AI Guy): "The booth was tremendous.
Every Ensemble employee remarked about feeling a chill as they rounded
the corner and caught their first glimpse of the huge catapult tower. It
was great to have Age playing on so many machines; many booth visitors
commented that it was a lot easier to play Age because there were so
many machines (compared to some of our competitors). I think the demos
were a lot easier to do and much more personal because of the number of
machines we had at our disposal."
"Everyone who saw the game loved it. It was really great to see
other game companies come over to look at the game and then make
comments about wishing their game was as good. It was especially
exciting to hear that every person working on Starcraft had been ordered
to come see our game before E3 was over."
"The animation quality of the game was an immediate hook for
each and every person who saw the game. Everything from the hunting
animations to the flip of the dying cavalry was oohed and aahed
consistently."
"People were very receptive to our major goals for the game
(multiple paths to victory, civilization differentiation, random maps,
etc.). It was clear that Age was the only real-time strategy game that
had focused on things besides combat. That gives us a lot of
differentiation over our competitors."
"It was great to be the only 'Ancients' game in the genre.
Everything else seems to be sci-fi, so this gives us a big leg up.
Several visitors made the comment that it was easier to understand how
cavalry relates to an archer (as opposed to some previously undefined
sci-fi units) because we've all grown up with that understanding."
"Quite a few people (more than I would have thought before going
to E3) commented that we were going to just make a killing in the market
because the game would be an immediate success."
It was great to see that our game had some of the best
performance and polish, too. Several other games had scrolling issues
and other problems that we've worked long and hard to avoid."
- Brad Crow (ES 3D Animator): "Everything I saw and heard was extremely
positive. It was a successful morale boost for the whole company, and
that meant more to me than the fact that everybody loved our game as
much as they did."
- David Lewis (ES Developer): "My very first impression came when we got
to the main exhibit hall and first laid eyes on the booth. The Towers
were reaching for the sky, the smoke was drifting up like fog, and the
very loud music was blaring from all around. I got very pumped and
excited."
"The only bad comment was 'I have to wait till October, darn!!'.
There were folks who came back everyday and played for hours. I liked
watching them because they would already know what to do and other
people would stop and watch these 'experts' play. I would always show people the death animation of the cavalry
scout and everyone got a chuckle out of the guy bouncing. What I liked
most was when developers came by, enjoyed the game, and asked how/when
they could get a demo and when the game would get released."
"Part of Chris's (Rippy) CNN demo got on CNN Headline news on
Friday night. I was at a bar in the Buckhead area and I looked up to see
the scenario editor interface on the TV. It faded to AGE OF EMPIRES with
the rest of the exhibit hall in the background. It was way cool to see
our game on CNN Headline News."
- Duane Santos (ES 3D Animator): "I remember this fellow stepping up to
the monitor next to me and starting a quick game. I watched for a few
minutes and then I quit my game to let him in on a few things. I didn't
give him too many hints, however, so I could see how he would do on his
own. He continued to play on his own for a good little while with my
minor help and hints. His enthusiasm multiplied as he acquired the
resources to research and upgrade to the next age. Once upgraded he kept
playing to find out 'what next.' His game lasted for 1 hour and about 40
minutes without one bug or let-down in performance.
He walked away in awe and claiming our game was the best in graphics and
in performance."
"One other memory that comes to mind was Scott Winsett helping two guys
that were big on Command & Conquer. He coached them through a 2 hour
multiplayer game. They both took turns trying to dominate the board and
just as one thought he was going to win the other fought back and wiped
out his army. This game was one that was exciting just to watch. Scott
didn't have to tell them much thanks to the command line that appears
when looking to upgrade or train units. They also walked away claiming
our game to be a winner."
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