Sandy Petersen Profile picture
Mar 18 3 tweets 3 min read Read on X
In 1997, Age of Empires was just coming out. My job was to design a new RTS game - Sorceress. But in the first few months, they kept pulling people off my team to work on Age of Empires 2. By the end of the year, I had exactly three guys - me, one programmer, and one artist. I went to management and said, "Look, we can't possibly create an RTS game with this team, but what we CAN do is make an expansion to Age of Empires - I suggest calling it the Rise of Rome, and adding Rome and 3 Roman enemies to the game."

MicroSoft hated the idea. They said, pompously, "Experience shows that expansions are always failures." I had a background in roleplaying games and I knew for a fact that Call of Cthulhu expansions sold about 30% as many copies as the original game, plus kept the original game relevant. But were WAY cheaper than 30% of the dev cost & time. So I managed to convince the bosses at Ensemble Studios to go ahead against MicroSoft's advice.

We built Rise of Rome, with Macedonians, Palmyrans, Carthaginians, & Romans and released it in 1998. It was not only an immediate hit, but coming out a year after Age of Empires, it created a burst in AoE sales. Plus the next year, they released a gold pack with AoE + RoR in the same package for yet more sales. MicroSoft and Ensemble Studios made out like gangbusters.

I was a proud man. 1/Image
I did have some pushback. First, some people at Ensemble wanted to claim that Carthage was the same as Phoenician. I agreed they had a lot in common, but felt that Carthage had developed enough to be something new.

Also oddly enough I got a lot of flak from Greece - they were upset that I named a nation "Macedonia" because they said Macedonia was Greek. My counter-argument was "Well that's awesome - that means that Greece has TWO different civs representing them in the game." But the politics of the matter apparently outweighed common sense. In the end I didn't care and did Macedonia anyway, because certainly the ancient Greeks did NOT think that Macedonian = Greece. Plus our Greek sales were tiny so if we lost all 8,000 of them too bad. Later Greece banned all video games which made it even more of a moot point.
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The best part, for me, was at the end of 1999, when MicroSoft came to Ensemble Studios, all pompous and snide, and said, "We have learned that doing expansions for RTS games is really smart. Do one please." I looked at the MS goons and just said, "Yeah? Who taught you that?" And they actually didn't know, I guess because they had no institutional memory in the department that handled outside developers.

But I didn't mind. I loved doing expansions. They're easy and fast and I have a nice small tight team. Less politicking, less interference from above, and a clear goal. 3/endImage

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More from @SandyofCthulhu

Mar 18
How to get your dream project - corporate politicking.

After my successes with Rise of Rome and The Conquerors, I was a shoe-in to do the expansion for Age of Empires 3. But I had a problem. The natural assumption everyone had was that this expansion would be Asian civs. I did not want to do Asian civs because it was stupid - 1600s Japan, India, China & Korea were emphatically not in colonizing moods. And believe it or not, I do care a little about historical verisimilitude. (Mainly because I think it makes the game more fun, but still...)

So what I wanted to do was to turn some of the Native Americans into playable civs. Why? I think Indians are awesome and I wanted to see them as more than the minor allies they were presented as in the original game.

But how could I do this? MicroSoft expected Asians. The suits in charge at Ensemble expected Asians. The other leads on the project expected Asians. And the rest of the non-lead team members expected Asians.

Here's how I went about it. (Oh yeah, if you thought the Warchiefs was dumb then you're a bad person with bad opinions. So there. But you may still find something useful in my tale.)
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First, I had to convince MYSELF that the Natives would be cool. I wanted to give them a new and interesting ability and make them undeniably cool. I worked on this for a while, coming up with the Firepit idea (which lets the Indian villagers dance for special powers) and the Warchief unit, which is way different from the European Scouts because the Warchief can "convert" wild animals on the map to his team which is super-fun. I also decided the three civs would be the Sioux, the Aztecs, and the Iroquois, which would be interestingly different. Later on they changed the name of the Sioux to the Lakota but I want you to know that I actually PHONED the Seven Council Fires and was told in person by native representatives that Sioux was a perfectly good term for them. Though of course Dakota, Lakota, and Nakota also worked. I stuck with Sioux as being more inclusive. (I assume the name was eventually changed because of white men activists, not natives, because it was white Seattle natives who thought it should be Lakota back in the day.)

The Aztecs wouldn't have gunpowder or horses, the Sioux would be heavily cavalry-based, and the Iroquois would be kind of a "high tech" Native civ. Anyway I was an easy sell, because I'd been thinking about this for a while.

Second, I took all the other leads (consisting of the producer, the lead programmer & the lead artist) out to a long business lunch and we hammered out all the details. Basically I proselyted how cool the natives would be, and how much neater a horde of screaming charging Sioux would be than a stand of Mughal archers. And by the end of that (3 hour) lunch I had them all convinced. I'd answered their arguments, presented ideas they liked, and got them on my side.
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Next step - the team. Now that all the leads agreed with me, we met with the team - programmers, designers, and artists first as individual groups then all together and made our case for Indian civs. The artists were the easiest ones to convince, once I started talking about Jaguar Warriors and Lakota lancers, feathers waving in the air. So colorful. The designers were fairly easy too because they liked the challenge it presented. The programmers, always hyper-conservatives, were the toughest, but they fell to our eloquent arguments as well. Everyone was enthusiastic now and loved the Warchief idea.

Now I went to our superiors at the company - the guys who approved our paychecks. And here was the argument I gave them. "The whole team loves the Warchief idea. Surely it's better to put us on a project that we love, rather than one we only reluctantly acquiesce to?" And because the management at Ensemble Studios wasn't a pack of morons, they bought it. They then fought for us against the Microsoft drones (who WERE, of course, a pack of morons) for our team vision.

And in the end, we were victorious in getting my idea approved. But now it all rested on my being able to produce what I'd promised design-wise. Obviously the programmers and artists were capable of making whatever they were asked. It was mainly on me.
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Read 6 tweets
Feb 15
The first real fight between Shermans and Panthers was at Arracourt, September 1944. It’s not widely known. It was an attempt by Hitler to keep Devers’ 6th Army Group, which had landed in southern France, from linking to Bradley’s 12th Army Group. 1/11 Image
The German goal was to keep the two US Army Groups apart as long as possible so their troops trapped in France could escape. Patton’s Third Army was the target.

At the same time, Montgomery had launched Market Garden - the ill-fated airborne landings in Belgium & Holland. 2/11
Naturally, the supplies all went to Montgomery, and Bradley & Patton were starved. Hitler chose East Front veterans as his commanders. 3 Panzergrenadier divisions, 3 panzer divisions, and 6 panzer brigades were assigned 3/11 Image
Read 11 tweets

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