Editing Halo Wars

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''Halo Wars'' started life as a project called ''Phoenix'', a real-time strategy game being headed by [[Graeme Devine]] featuring Earthlings fighting Martians in a conflict similar to ''[[Wikipedia:War of the Worlds|War of the Worlds]]''.{{Ref/Site|D=01|M=6|Y=2020|URL=https://www.gamasutra.com/view/feature/132312/ensemble_studios_the_last_tour.php?page=1|Site=GamaSutra|Page=Ensemble Studios: The Last Tour}} This initial codename served as the basis for the name of the ''Spirit of Fire''.{{Ref/Twitter|zaphodgjd|979525459233923072|Graeme Devine|Y=2020|M=10|D=19|Quote=The “Spirit of Fire” spaceship name from Halo Wars is a direct reference to the code name for the project which was “Phoenix”.}}
''Halo Wars'' started life as a project called ''Phoenix'', a real-time strategy game being headed by [[Graeme Devine]] featuring Earthlings fighting Martians in a conflict similar to ''[[Wikipedia:War of the Worlds|War of the Worlds]]''.{{Ref/Site|D=01|M=6|Y=2020|URL=https://www.gamasutra.com/view/feature/132312/ensemble_studios_the_last_tour.php?page=1|Site=GamaSutra|Page=Ensemble Studios: The Last Tour}} This initial codename served as the basis for the name of the ''Spirit of Fire''.{{Ref/Twitter|zaphodgjd|979525459233923072|Graeme Devine|Y=2020|M=10|D=19|Quote=The “Spirit of Fire” spaceship name from Halo Wars is a direct reference to the code name for the project which was “Phoenix”.}}


Prior to developing ''Halo Wars'', Ensemble Studios experimented with console control schemes using a modified ''Age of Mythology'' engine for a different project.<ref name="different">[http://worthplaying.com/article/2009/2/22/interviews/59199/ '''Worthplaying''': ''"Halo Wars" (X360) Developer Interview Part 1'']</ref> This was essential at the time, as real-time strategy games were unable to provide control schemes that would deliver a good gameplay experience on a console. The studio eventually concluded the experimentation with the concept of a [[circle menu|centralized user interface]] system and settled for micromanagement and base-building and restricted resource gathering and management to bases. About a year later, these concepts were presented to Microsoft, who strongly insisted that the game be rebranded as a ''Halo'' title instead;<ref name="gamasutra">[http://www.gamasutra.com/php-bin/news_index.php?story=20835#.UGSN3VG-XlM '''Gamasutra''': ''Q&A: How Ensemble Gets Halo Fans To Appreciate Halo Wars'']</ref> Microsoft doubted that a console RTS game could achieve adequate sales otherwise. [[Bungie]] didn't have the manpower to take on the game, and resented the use of the ''Halo'' IP in a different genre, going so far as to calling it a "whoring" of the franchise.<ref name="gameindustry">[https://www.gamesindustry.biz/articles/2012-09-26-tony-goodman-the-publisher-as-we-know-it-may-become-extinct '''GameIndustry''': ''Tony Goodman: "The publisher as we know it may become extinct"'']</ref>
Prior to developing ''Halo Wars'', Ensemble Studios experimented with console control schemes using a modified ''Age of Mythology'' engine for a different project.<ref name="different">[http://worthplaying.com/article/2009/2/22/interviews/59199/ '''Worthplaying''': ''"Halo Wars" (X360) Developer Interview Part 1'']</ref> This was essential at the time, as real-time strategy games were unable to provide control schemes that would deliver a good gameplay experience on a console. The studio eventually concluded the experimentation with the concept of a [[circle menu|centralized user interface]] system and settled for micromanagement and base-building and restricted resource gathering and management to bases. About a year later, these concepts were presented to Microsoft, who strongly insisted that the game be rebranded as a ''Halo'' title instead;<ref name="gamasutra">[http://www.gamasutra.com/php-bin/news_index.php?story=20835#.UGSN3VG-XlM '''Gamasutra''': ''Q&A: How Ensemble Gets Halo Fans To Appreciate Halo Wars'']</ref> Microsoft doubted that a console RTS game could achieve adequate sales otherwise. [[Bungie]] didn't have the manpower to take on the game, and resented the use of the ''Halo'' IP in a different genre, going so far as to calling it a "whoring" of the franchise.<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>


Using references material previously planned for the [[Halo (film)|Halo film adaptation]], Ensemble had to recreate the game's assets from scratch. The studio focused on ensuring that the individual units are recognizable as being part of the Halo universe from a bird's eye view (a common element in real-time strategy): ''"[UNSC forces] need to fire lead, and [Covenant forces] need to fire plasma"''.{{Ref/Reuse|gamasutra}} Renovating the game to take place in the ''Halo'' universe required a great deal of effort, despite Microsoft's misconception that the original assets could be simply ''"paint[ed] over with Halo stuff."''{{Ref/Reuse|gameindustry}}  
Using references material previously planned for the [[Halo (film)|Halo film adaptation]], Ensemble had to recreate the game's assets from scratch. The studio focused on ensuring that the individual units are recognizable as being part of the Halo universe from a bird's eye view (a common element in real-time strategy): ''"[UNSC forces] need to fire lead, and [Covenant forces] need to fire plasma"''.{{Ref/Reuse|gamasutra}} Renovating the game to take place in the ''Halo'' universe required a great deal of effort, despite Microsoft's misconception that the original assets could be simply ''"paint[ed] over with Halo stuff."''{{Ref/Reuse|gameindustry}}  

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