Genie Engine: Difference between revisions
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{{Short description|Game engine developed by Ensemble Studios}} |
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| name = Genie Engine |
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⚫ | The '''Genie Engine''' is a [[game engine]] developed by [[Ensemble Studios]] and used in several |
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| developer = [[Ensemble Studios]] |
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| released = {{Start date|1997}} |
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| genre = [[game engine]] |
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| website = {{URL|www.ensemblestudios.com}} |
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[[File:Age of empires.jpg|200px|thumb|right|''[[Age of Empires (video game)|Age of Empires]]'' using the Genie Engine]] |
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⚫ | The '''Genie Engine''' is a [[game engine]] developed by [[Ensemble Studios]] and used in several [[Personal computer game|computer games]], such as ''[[Age of Empires (video game)|Age of Empires]]'', ''[[Age of Empires II: The Age of Kings|Age of Empires II]]'' and its [[Age of Empires II: The Conquerors|expansions]] (but is not used in other Ensemble Studios games) and ''[[Star Wars: Galactic Battlegrounds]]''. Some of those games have been ported to the [[Apple Mac]]. |
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==Development== |
==Development== |
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The Genie engine was developed as the basis for [[Ensemble Studios]]' first game, ''[[Age of Empires]]'' which had the development name of "Dawn of Man".<ref>{{cite book|last=Grossman|first=Austin|title=Postmortems from Game Developer|publisher=Focal Press|year=2003|isbn=1-57820-214-0}}</ref> The designers received much of their inspiration from the game ''[[Civilization (computer game)|Civilization]]'', with its proven historical setting; this was noted among reviewers as something positive.<ref>{{cite web|url=http://www.microsoft.com/games/empires/behind.htm|title=Behind the Scenes|publisher=Microsoft.com| |
The Genie engine was developed as the basis for [[Ensemble Studios]]' first game, ''[[Age of Empires (video game)|Age of Empires]]'' which had the development name of "Dawn of Man".<ref>{{cite book|last=Grossman|first=Austin|title=Postmortems from Game Developer|publisher=Focal Press|year=2003|isbn=1-57820-214-0}}</ref> The designers received much of their inspiration from the game ''[[Civilization (computer game)|Civilization]]'', with its proven historical setting; this was noted among reviewers as something positive.<ref>{{cite web|url=http://www.microsoft.com/games/empires/behind.htm|title=Behind the Scenes|publisher=Microsoft.com|access-date=2008-09-02}}</ref> ''Age of Empires'' was designed by [[Bruce Shelley]],<ref>{{cite web|url=http://www.microsoft.com/games/empires/behind_bruce.htm|title=Behind the Scenes: Bruce Shelly|publisher=Microsoft.com|access-date=2008-09-02}}</ref> [[Tony Goodman]] (in charge of the game's artwork),<ref>{{cite web|url=http://www.microsoft.com/games/empires/behind_tony.htm|title=Behind the Scenes: Tony Goodman|publisher=Microsoft.com|access-date=2008-09-02}}</ref> [[Dave Pottinger]] (in charge of the game's [[artificial intelligence]]),<ref>{{cite web|url=http://www.microsoft.com/games/empires/behind_dave.htm |title=Behind the Scenes: Dave Pottinger |publisher=Microsoft.com |access-date=2008-09-02 |url-status=dead |archive-url=https://web.archive.org/web/20081013144438/http://www.microsoft.com/games/empires/behind_dave.htm |archive-date=2008-10-13 }}</ref> and Matt Pritchard (in charge of the game's graphics).<ref>{{cite web|url=http://aok.heavengames.com/gameinfo/interviews/pritchard|title=Matt "The Optimizer" Pritchard|access-date=2017-05-03|archive-date=2010-09-08|archive-url=https://web.archive.org/web/20100908030930/http://aok.heavengames.com/gameinfo/interviews/pritchard|url-status=dead}}</ref> The game was described as "''[[Civilization II]]'' meets ''[[Warcraft II]]''"<ref>{{cite web|url=http://www.gamerevolution.com/oldsite/games/pc/strategy/ageofempires.htm|title=Build an Empire to Surpass Microsoft's|publisher=[[Game Revolution]]|author=Daniel Gies|access-date=2008-02-24|date=November 1997|url-status=dead|archive-url=https://web.archive.org/web/20120902071819/http://www.gamerevolution.com/review/age-of-empires|archive-date=2012-09-02}}</ref> and this shows in the game's engine design. Like ''Warcraft'' it is [[real time strategy]] but unlike ''Warcraft'' and like ''[[Civilization II]]'' it is historical and has an [[Isometric projection|isometric]] perspective. |
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The design team for the sequel, ''The Age of Kings'', intended to complete the game within a year by using [[source code|code]] from the original and reusing the |
The design team for the sequel, ''The Age of Kings'', intended to complete the game within a year by using [[source code|code]] from the original and reusing the [[game engine]].<ref>{{cite web|url=http://www.gamasutra.com/features/gdcarchive/2000/terrano.doc |title=The Art of Empires|format=[[.doc]]|publisher=[[Gamasutra]]|access-date=2008-09-22}}</ref> Several months into the process they found they would not be able to complete a game of the quality they sought in that time. Ensemble Studios informed Microsoft they would need another year and instead created ''[[Age of Empires: The Rise of Rome]]'', an easily developed expansion pack of ''Age of Empires'', as a compromise which could be released for Christmas 1998.<ref>{{cite web|url=http://www.gamasutra.com/features/20000307/pritchard_01.htm|title=Postmortem: Ensemble Studios' Age of Empires II: The Age of Kings - Catching Up|publisher=[[Gamasutra]]|author=Matt Pritchard |date=2000-03-07|access-date=2008-09-20}}</ref> To help meet the next year's deadline, additional [[programmer]]s, artists, and designers were employed.<ref name="Matt Pritchard">{{cite web|url=http://www.gamasutra.com/features/20000307/pritchard_02.htm |title=Postmortem: Ensemble Studios' Age of Empires II: The Age of Kings — What Went Right|publisher=[[Gamasutra]]|author=Matt Pritchard|date=2000-03-07|access-date=2008-09-20}}</ref> |
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The original ''Age of Empires'' had been criticized for its [[artificial intelligence]] (AI). Because the original AI did not "[[Cheating in video games|cheat]]"<ref>{{cite web|url=http://www.microsoft.com/games/empires/behind_dave.htm |title=Dave Pottinger|publisher=[[Microsoft]]| |
The original ''Age of Empires'' had been criticized for its [[artificial intelligence]] (AI). Because the original AI did not "[[Cheating in video games|cheat]]"<ref>{{cite web|url=http://www.microsoft.com/games/empires/behind_dave.htm |title=Dave Pottinger |publisher=[[Microsoft]] |access-date=2008-09-20 |url-status=dead |archive-url=https://web.archive.org/web/20081013144438/http://www.microsoft.com/games/empires/behind_dave.htm |archive-date=2008-10-13 }}</ref> by attributing itself extra resources or using other techniques the human player could not, it was easier to defeat than in many other real-time strategy games. For ''The Age of Kings'', Ensemble Studios attempted to develop a more powerful AI system that did not compromise by cheating. Industry veteran Mario Grimani led Ensemble Studios in the creation of the new system. To overcome another significant objection to ''Age of Empires''—that of path finding—the team completely redesigned the [[game engine]]'s movement system.<ref name="Matt Pritchard"/> |
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The team was less successful in resolving other issues; programmer Matt Pritchard complained following the release of ''Age of Empires'' that there was still no process by which [[patch (gaming)|patches]] could be issued. Extensive [[Cheating in video games|cheating]] in multiplayer games of ''Age of Empires'' came as a result of several bugs in the game, which resulted in Microsoft promising Ensemble Studios there would be a patch process for ''The Age of Kings''. On release, there were several bugs that needed immediate attention, but the patch process was not yet ready. The first patch was released 11 months later.<ref name="Gama3">{{cite web|url=http://www.gamasutra.com/features/20000307/pritchard_03.htm |title=Postmortem: Ensemble Studios' Age of Empires II: The Age of Kings — What Went Wrong|publisher=[[Gamasutra]]|author=Matt Pritchard|date=2000-03-07| |
The team was less successful in resolving other issues; programmer Matt Pritchard complained following the release of ''Age of Empires'' that there was still no process by which [[patch (gaming)|patches]] could be issued. Extensive [[Cheating in video games|cheating]] in multiplayer games of ''Age of Empires'' came as a result of several bugs in the game, which resulted in Microsoft promising Ensemble Studios there would be a patch process for ''The Age of Kings''. On release, there were several bugs that needed immediate attention, but the patch process was not yet ready. The first patch was released 11 months later.<ref name="Gama3">{{cite web|url=http://www.gamasutra.com/features/20000307/pritchard_03.htm |title=Postmortem: Ensemble Studios' Age of Empires II: The Age of Kings — What Went Wrong|publisher=[[Gamasutra]]|author=Matt Pritchard|date=2000-03-07|access-date=2008-09-21}}</ref><ref name="MSDls">{{cite web|url=http://www.microsoft.com/games/age2/downloads.htm |title=Age of Empires II: The Age of Kings Downloads|publisher=[[Microsoft]]|access-date=2008-09-21}}</ref> |
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Ensemble Studios developed a new [[terrain rendering|terrain system]] for ''The Age of Kings'', with [[3D graphics|3D]] presentation capabilities that were vastly superior to those of ''Age of Empires''. Pritchard noted an improvement in the team's artistic abilities following their work on the past two games, and he is noted as saying that "''AoK'' became a showcase for their improved talent".<ref name="Matt Pritchard"/> However, he complained about the lack of an art asset management tool, while other departments gained new tools and automated procedures to assist in design and [[play test]]ing.<ref name="Matt Pritchard"/><ref name="Gama3" /> |
Ensemble Studios developed a new [[terrain rendering|terrain system]] for ''The Age of Kings'', with [[3D graphics|3D]] presentation capabilities that were vastly superior to those of ''Age of Empires''. Pritchard noted an improvement in the team's artistic abilities following their work on the past two games, and he is noted as saying that "''AoK'' became a showcase for their improved talent".<ref name="Matt Pritchard"/> However, he complained about the lack of an art asset management tool, while other departments gained new tools and automated procedures to assist in design and [[play test]]ing.<ref name="Matt Pritchard"/><ref name="Gama3" /> |
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''The Age of Kings'' saw the introduction of a [[event-driven programming|trigger]]s system for its scenario editor. The triggers allow messages to be displayed, or actions to take place, based on pre-set criteria or "events".<ref>{{cite web|url=http://pc.ign.com/articles/069/069876p1.html |title=Age of Empires II: The Barbarossa Campaign|author=Greg Street|date=1999-08-27|publisher=[[IGN]]| |
''The Age of Kings'' saw the introduction of a [[event-driven programming|trigger]]s system for its scenario editor. The triggers allow messages to be displayed, or actions to take place, based on pre-set criteria or "events".<ref>{{cite web|url=http://pc.ign.com/articles/069/069876p1.html |archive-url=https://web.archive.org/web/20021021191036/http://pc.ign.com/articles/069/069876p1.html |url-status=dead |archive-date=October 21, 2002 |title=Age of Empires II: The Barbarossa Campaign|author=Greg Street|date=1999-08-27|publisher=[[IGN]]|access-date=2008-09-27}}</ref> The scenario editor was also improved by the new AI system. The AI and trigger systems interacted regularly in the single player campaigns.<ref>{{cite web|url=http://pc.ign.com/articles/070/070268p1.html |archive-url=https://web.archive.org/web/20020306002910/http://pc.ign.com/articles/070/070268p1.html |url-status=dead |archive-date=March 6, 2002 |title=Age of Empires II: The Genghis Khan Campaign|author=Greg Street|date=1999-09-10|publisher=[[IGN]]|access-date=2008-09-27}}</ref> Numerous upgrades were added in ''The Conquerors'' but this was mostly in terms of gameplay and not engine advancements. |
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''Star Wars: Galactic Battlegrounds'' was developed by [[LucasArts]] by licensing the [[Genie (game engine)|Genie]] game engine from [[Ensemble Studios]]. The game, as well as the Clone Campaigns expansion pack, was designed and directed by [[Garry M. Gaber]].<ref>[http://www.mobygames.com/developer/sheet/view/developerId,26679/ MobyGames - Garry Gaber]</ref> |
''Star Wars: Galactic Battlegrounds'' was developed by [[LucasArts]] by licensing the [[Genie (game engine)|Genie]] game engine from [[Ensemble Studios]]. The game, as well as the ''Clone Campaigns'' expansion pack, was designed and directed by [[Garry M. Gaber]].<ref>[http://www.mobygames.com/developer/sheet/view/developerId,26679/ MobyGames - Garry Gaber]</ref> |
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== Features == |
== Features == |
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== Usage == |
== Usage == |
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{{ |
{{Empty section|date=May 2020|section= Usage}} |
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In general, the engine is easy to use. Units can be highlighted by dragging a box around them, or left-clicking. Right-clicking tells a unit to attack another enemy unit or building. Groups of units are remarkably well disciplined in that they adhere far more rigidly to formations in movement and while stationary than units in other game engines. |
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The computer's A.I. is usually made up of sending "skirmish" type attacks. These usually are characterized by constantly sending a small (but also easily overwhelmed) number of units (usually 1 or two) that attack from range then run away before being attacked. Computer AI will also do this with melee units, with far less effectiveness, as the melee units must come much closer to opposing forces before being able to do damage and withdraw. While innovative it is nearly impossible for a human to effectively counter with non-ranged (also non-siege explained later) units (unless interceptor units are assembled in advance, as they typically will be after a few of these attacks) due to [[Micromanagement (gameplay)|micromanagement]] issues. It is also almost useless in that it does little more than annoy (albeit continuously) a human player. |
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Enemy A.I. is extremely effective (whatever the problems of individual unit AI) at negating AOE (area of effect) siege units. When fired upon the A.I. will instantly move to a safe location, effectively nullifying the effectiveness of nearly 1/3 of the available units in the game. A single computer controlled cavalry archer is capable of dodging 40 cannons or catapults for an extensive period of time. However, it is also common to see computer units move into the line of fire of active AOE units. |
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The game lacks an "attack through" command. An attack through command orders the selected unit(s) to move to a selected area attacking all units along the way. Instead on games based on the Genie platform, the player must tell the selected unit(s) to stop, then to attack individual units. This frequently causes a mis-click causing all units to stop attacking and move to an unneeded area. It severely reduces the effectiveness of melee units, most notably slower moving infantry. This can be somewhat levied by using patrol command, which sends unit back and forth, while attacking units along the way. |
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== Games using the Genie Engine == |
== Games using the Genie Engine == |
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*''[[Age of Empires (video game)|Age of Empires]]'' |
*''[[Age of Empires (video game)|Age of Empires]]'' |
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**''[[Age of Empires: The Rise of Rome]]'' |
**''[[Age of Empires: The Rise of Rome]]'' |
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*''[[Age_of_Empires_(video_game)#Definitive_Edition|Age of Empires: Definitive Edition]]'' |
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*''[[Age of Empires II: The Age of Kings]]'' |
*''[[Age of Empires II: The Age of Kings]]'' |
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**''[[Age of Empires II: The Conquerors]]'' |
**''[[Age of Empires II: The Conquerors]]'' |
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**''[[Age of Empires II: The Forgotten]]'' |
**''[[Age of Empires II: The Forgotten]]'' |
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**''[[Age of Empires II: The African Kingdoms]]'' |
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**''[[Age of Empires II: Rise of the Rajas]]'' |
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*''[[Age of Empires II: Definitive Edition]]'' |
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**[[Age of Empires II: Definitive Edition#Expansions|''Age of Empires II: '']]''[[Age of Empires II: Definitive Edition|Definitive Edition]] - Lords of the West'' |
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**[[Age of Empires II: Definitive Edition#Expansions|''Age of Empires II: '']]''[[Age of Empires II: Definitive Edition|Definitive Edition]] - Dawn of the Dukes'' |
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**[[Age of Empires II: Definitive Edition#Expansions|''Age of Empires II: '']]''[[Age of Empires II: Definitive Edition|Definitive Edition]] - Dynasties of India'' |
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**[[Age of Empires II: Definitive Edition#Expansions|''Age of Empires II: '']]''[[Age of Empires II: Definitive Edition|Definitive Edition]] - Return of Rome'' |
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**[[Age of Empires II: Definitive Edition#Expansions|''Age of Empires II: '']]''[[Age of Empires II: Definitive Edition|Definitive Edition]] - The Mountain Royals'' |
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*''[[Star Wars: Galactic Battlegrounds]]'' |
*''[[Star Wars: Galactic Battlegrounds]]'' |
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**''[[Star Wars: Galactic Battlegrounds#Clone Campaigns|Star Wars: Galactic Battlegrounds: Clone Campaigns]]'' |
**''[[Star Wars: Galactic Battlegrounds#Clone Campaigns|Star Wars: Galactic Battlegrounds: Clone Campaigns]]'' |
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[[File:Age of Mythology ingame screenshot.jpg|thumb|right|200px|[[Age of Mythology]]]] |
[[File:Age of Mythology ingame screenshot.jpg|thumb|right|200px|[[Age of Mythology]]]] |
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[[File:Magna-Graecia-Redux-1600x1200.jpg|thumb|right|200px|[[0 A.D. (game)|0 A.D.]]]] |
[[File:Magna-Graecia-Redux-1600x1200.jpg|thumb|right|200px|[[0 A.D. (game)|0 A.D.]]]] |
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The games based on the engine have usually been rated highly with ''[[Age of Empires (video game)|Age of Empires]]'' having sold over three million copies by [[2000 in video gaming|2000]]<ref name=AoESales>{{cite web|url=http://www.gamasutra.com/features/20000307/pritchard_pfv.htm |title=Postmortem: Ensemble |
The games based on the engine have usually been rated highly with ''[[Age of Empires (video game)|Age of Empires]]'' having sold over three million copies by [[2000 in video gaming|2000]]<ref name=AoESales>{{cite web|url=http://www.gamasutra.com/features/20000307/pritchard_pfv.htm |title=Postmortem: Ensemble Studios' Age of Empires II: The Age of Kings |publisher=[[Gamasutra]]|author= Matt Pritchard |date=2000-03-07|access-date=2008-02-01}}</ref> and having an average score of 87% from [[GameRankings]].<ref name=AoE1GR>{{cite web|url=http://www.gamerankings.com/htmlpages2/90380.asp |title=Age of Empires|publisher=[[GameRankings]]|access-date=2008-06-17}}</ref> ''The Age of Kings'' was a bigger critical success than the first game, with Game Rankings and [[Metacritic]] scores of 92%.<ref name=AoKGR>{{cite web|url=http://www.gamerankings.com/htmlpages2/63605.asp |title=Age of Empires II: The Age of Kings|publisher=[[GameRankings]]|access-date=2008-06-17 }}</ref><ref name=AoKMC>{{cite web|url=http://www.metacritic.com/games/platforms/pc/ageofempires2theageofkings|title=Age of Empires II: The Age of Kings (pc: 1999)|publisher=[[Metacritic]]|access-date=2008-06-17|archive-date=2008-06-23|archive-url=https://web.archive.org/web/20080623221512/http://www.metacritic.com/games/platforms/pc/ageofempires2theageofkings|url-status=dead}}</ref> The ''Age of Empires'' expansions for both games received slightly less praise but were still very well received.<ref name=RoRGR>{{cite web|url=http://www.gamerankings.com/htmlpages2/66971.asp|title=Age of Empires: The Rise of Rome|publisher=[[GameRankings]]|access-date=2008-06-17}}</ref><ref name=AoCGR>{{cite web|url=http://www.gamerankings.com/htmlpages2/914421.asp |title=Age of Empires II: The Conquerors|publisher=[[GameRankings]]|access-date=2008-06-17 }}</ref> ''Star Wars: Galactic Battlegrounds'' received generally positive reviews, both from critics<ref>{{Cite web |url=http://www.gamespot.com/pc/strategy/starwarsgalacticb/review.html?mode=web |title=List of reviews for ''Galactic Battlegrounds'' |access-date=2009-11-18 |archive-date=2011-05-25 |archive-url=https://web.archive.org/web/20110525075304/http://www.gamespot.com/pc/strategy/starwarsgalacticb/review.html?mode=web |url-status=dead }}</ref> and fans.<ref>{{Cite web |url=http://www.gamespot.com/pc/strategy/starwarsgalacticb/players.html |title=GameSpot User Reviews for ''Galactic Battlegrounds'' |access-date=2009-11-18 |archive-date=2009-09-03 |archive-url=https://web.archive.org/web/20090903121308/http://www.gamespot.com/pc/strategy/starwarsgalacticb/players.html |url-status=dead }}</ref><ref>{{Cite web |url=http://www.mobygames.com/game/star-wars-galactic-battlegrounds/ |title=Moby Games Profile of ''Galactic Battlegrounds'', with User Reviews |access-date=2009-11-18 |archive-date=2011-10-27 |archive-url=https://web.archive.org/web/20111027063632/http://www.mobygames.com/game/star-wars-galactic-battlegrounds |url-status=dead }}</ref> [[GameRankings]] gave the game a score of 77%, based on 38 media outlets.<ref>[http://www.gamerankings.com/htmlpages2/470395.asp?q=Galactic%20Battlegrounds GameRankings score for ''Galactic Battlegrounds'']</ref> However, ''Galactic Battlegrounds'' did have vocal critics.<ref>{{Cite web |url=http://gamerevolution.com/review/pc/star_wars_galactic_battlegrounds |title=Game Revolution Review for ''Galactic Battlegrounds'' |access-date=2009-11-18 |archive-url=https://web.archive.org/web/20080829235354/http://www.gamerevolution.com/review/pc/star_wars_galactic_battlegrounds |archive-date=2008-08-29 |url-status=dead }}</ref> |
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The Genie engine was succeeded by the ''[[Age of Mythology]]'' engine used by the games in that series as well as ''[[Age of Empires III]]'' and its expansions. The most significant changes |
The Genie engine was succeeded by the ''[[Age of Mythology]]'' engine used by the games in that series as well as ''[[Age of Empires III]]'' and its expansions. The most significant changes are the updated graphics engine and the inclusion of the [[Havok (software)|Havok physics]] [[middleware]] engine,<ref>{{cite web|url=http://pc.ign.com/articles/594/594629p1.html |archive-url=https://web.archive.org/web/20050312005957/http://pc.ign.com/articles/594/594629p1.html |url-status=dead |archive-date=March 12, 2005 |title=Age of Empires III|publisher=[[IGN]]|author=Steve Butts|date=2005-03-09|access-date=2008-06-17}}</ref> as well as the introduction of [[Age of Empires III#Home Cities|home cities]].<ref>{{cite web|url=http://www.ageofempires3.com/age3/GameFeatures/HomeCity.aspx |title=Home City|publisher=[[Ensemble Studios]]|access-date=2008-01-18}}</ref> |
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The design of the Genie engine has been mirrored in later game titles such as ''[[Empire Earth]]'',<ref name="gamespotreview">{{cite web | url=http://www.gamespot.com/pc/strategy/empireearth/review.html | title=GameSpot Empire Earth review | publisher=[[GameSpot]] | author=Kasavin, Greg | date=2001-11-13 | |
The design of the Genie engine has been mirrored in later game titles such as ''[[Empire Earth]]'',<ref name="gamespotreview">{{cite web | url=http://www.gamespot.com/pc/strategy/empireearth/review.html | title=GameSpot Empire Earth review | publisher=[[GameSpot]] | author=Kasavin, Greg | date=2001-11-13 | access-date=2006-12-30}}</ref> ''[[Cossacks: European Wars]]'',<ref name="CNET Networks">{{cite web|url=http://au.gamespot.com/pc/strategy/cossackseuropeanwars/review.html|title=Cossacks: European Wars for PC Review|publisher=CNET Networks|access-date=2008-08-31|url-status=dead|archive-url=https://web.archive.org/web/20120814031943/http://au.gamespot.com/cossacks-european-wars/reviews/cossacks-european-wars-review-2702187/|archive-date=2012-08-14}}</ref> ''[[Theocracy (computer game)|Theocracy]]'',<ref>{{cite web|url=http://www.eurogamer.net/articles/theo_p|title=Theocracy Preview|date=26 January 2000 |publisher=[[Eurogamer]]|access-date=2009-11-19}}</ref> ''[[Tzar: Burden of the Crown]]'',<ref>{{cite web|url=http://ca.ign.com/articles/1999/10/26/tzar-burden-of-the-crown-2|title=Tzar: Burden of the Crown|publisher=[[IGN]]|date=1999-10-26|access-date=2016-12-15}}</ref> and ''[[Rise of Nations]]''. Most of these games have also been critically successful.<ref name="CNET Networks"/><ref name="gamerankings">{{cite web | url=http://www.gamerankings.com/htmlpages2/930409.asp | title=Empire Earth reviews | publisher=Game Rankings | access-date=2007-03-16}}</ref><ref>[http://www.bighugegames.com/press_rongoldships.shtml PRESS ROOM: October 27, 2004 - Rise of Nations: Gold Ships] {{webarchive |url=https://web.archive.org/web/20070922104639/http://www.bighugegames.com/press_rongoldships.shtml |date=September 22, 2007 }}</ref><ref>{{cite web |title=Stronghold (pc: 2001) |website=[[Metacritic]] |url=http://www.metacritic.com/games/platforms/pc/stronghold |date=2009-06-12 |access-date=2009-06-12 |archive-date=2012-08-19 |archive-url=https://web.archive.org/web/20120819074123/http://www.metacritic.com/game/pc/stronghold |url-status=dead }}</ref> The in-development [[free software]] real time strategy game ''[[0 A.D. (game)|0 A.D.]]'' by [[Wildfire Games]] started out as an ''[[Age of Empires II]]'' modification and boasts many similarities to ''Age of Empires'' in its current design on top of its new engine Pyrogenesis.<ref>{{cite web|url=http://www.moddb.com/engines/pyrogenesis|title=Pyrogrensis Engine|publisher=Mod DB|access-date=2009-10-18}}</ref> ''Openage'' is another free software project trying to create a modern re-implementation of the original Genie Engine using [[C++]] and [[Python (programming language)|Python]].<ref>{{cite web|url=https://openage.sft.mx/|title=openage - free strategy game engine|access-date=2019-02-17}}</ref><ref>{{cite web|url=https://www.gamingonlinux.com/articles/openage-the-open-source-game-engine-for-age-of-empires-ii-and-more-games-is-advancing.10568|title=openage, the open source game engine for Age of Empires II and more games is advancing|publisher=GamingOnLinux|access-date=2019-02-17}}</ref>{{-}} |
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== |
==References== |
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{{Reflist| |
{{Reflist|30em}} |
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== External links == |
== External links == |
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*[http://www.ensemblestudios.com/ Ensemble Studios]: the developers of the engine |
*[http://www.ensemblestudios.com/ Ensemble Studios] {{Webarchive|url=https://web.archive.org/web/20081225083904/http://www.ensemblestudios.com/ |date=2008-12-25 }}: the developers of the engine |
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{{Genie Engine games}} |
{{Genie Engine games}} |
Latest revision as of 13:55, 27 September 2024
Developer(s) | Ensemble Studios |
---|---|
Initial release | 1997 |
Type | game engine |
Website | www |
The Genie Engine is a game engine developed by Ensemble Studios and used in several computer games, such as Age of Empires, Age of Empires II and its expansions (but is not used in other Ensemble Studios games) and Star Wars: Galactic Battlegrounds. Some of those games have been ported to the Apple Mac.
Development
[edit]The Genie engine was developed as the basis for Ensemble Studios' first game, Age of Empires which had the development name of "Dawn of Man".[1] The designers received much of their inspiration from the game Civilization, with its proven historical setting; this was noted among reviewers as something positive.[2] Age of Empires was designed by Bruce Shelley,[3] Tony Goodman (in charge of the game's artwork),[4] Dave Pottinger (in charge of the game's artificial intelligence),[5] and Matt Pritchard (in charge of the game's graphics).[6] The game was described as "Civilization II meets Warcraft II"[7] and this shows in the game's engine design. Like Warcraft it is real time strategy but unlike Warcraft and like Civilization II it is historical and has an isometric perspective.
The design team for the sequel, The Age of Kings, intended to complete the game within a year by using code from the original and reusing the game engine.[8] Several months into the process they found they would not be able to complete a game of the quality they sought in that time. Ensemble Studios informed Microsoft they would need another year and instead created Age of Empires: The Rise of Rome, an easily developed expansion pack of Age of Empires, as a compromise which could be released for Christmas 1998.[9] To help meet the next year's deadline, additional programmers, artists, and designers were employed.[10]
The original Age of Empires had been criticized for its artificial intelligence (AI). Because the original AI did not "cheat"[11] by attributing itself extra resources or using other techniques the human player could not, it was easier to defeat than in many other real-time strategy games. For The Age of Kings, Ensemble Studios attempted to develop a more powerful AI system that did not compromise by cheating. Industry veteran Mario Grimani led Ensemble Studios in the creation of the new system. To overcome another significant objection to Age of Empires—that of path finding—the team completely redesigned the game engine's movement system.[10]
The team was less successful in resolving other issues; programmer Matt Pritchard complained following the release of Age of Empires that there was still no process by which patches could be issued. Extensive cheating in multiplayer games of Age of Empires came as a result of several bugs in the game, which resulted in Microsoft promising Ensemble Studios there would be a patch process for The Age of Kings. On release, there were several bugs that needed immediate attention, but the patch process was not yet ready. The first patch was released 11 months later.[12][13]
Ensemble Studios developed a new terrain system for The Age of Kings, with 3D presentation capabilities that were vastly superior to those of Age of Empires. Pritchard noted an improvement in the team's artistic abilities following their work on the past two games, and he is noted as saying that "AoK became a showcase for their improved talent".[10] However, he complained about the lack of an art asset management tool, while other departments gained new tools and automated procedures to assist in design and play testing.[10][12]
The Age of Kings saw the introduction of a triggers system for its scenario editor. The triggers allow messages to be displayed, or actions to take place, based on pre-set criteria or "events".[14] The scenario editor was also improved by the new AI system. The AI and trigger systems interacted regularly in the single player campaigns.[15] Numerous upgrades were added in The Conquerors but this was mostly in terms of gameplay and not engine advancements.
Star Wars: Galactic Battlegrounds was developed by LucasArts by licensing the Genie game engine from Ensemble Studios. The game, as well as the Clone Campaigns expansion pack, was designed and directed by Garry M. Gaber.[16]
Features
[edit]The Genie Engine has several features that are common across all its games, including a scenario editor, campaigns, LAN, serial and TCP/IP multiplayer, background music amongst others. The engine uses an isometric tile set, unlike other real-time strategy engines such as the one used for Warcraft.
Usage
[edit]This section is empty. You can help by adding to it. (May 2020) |
Games using the Genie Engine
[edit]- Age of Empires
- Age of Empires: Definitive Edition
- Age of Empires II: The Age of Kings
- Age of Empires II: Definitive Edition
- Age of Empires II: Definitive Edition - Lords of the West
- Age of Empires II: Definitive Edition - Dawn of the Dukes
- Age of Empires II: Definitive Edition - Dynasties of India
- Age of Empires II: Definitive Edition - Return of Rome
- Age of Empires II: Definitive Edition - The Mountain Royals
- Star Wars: Galactic Battlegrounds
Legacy
[edit]The games based on the engine have usually been rated highly with Age of Empires having sold over three million copies by 2000[17] and having an average score of 87% from GameRankings.[18] The Age of Kings was a bigger critical success than the first game, with Game Rankings and Metacritic scores of 92%.[19][20] The Age of Empires expansions for both games received slightly less praise but were still very well received.[21][22] Star Wars: Galactic Battlegrounds received generally positive reviews, both from critics[23] and fans.[24][25] GameRankings gave the game a score of 77%, based on 38 media outlets.[26] However, Galactic Battlegrounds did have vocal critics.[27]
The Genie engine was succeeded by the Age of Mythology engine used by the games in that series as well as Age of Empires III and its expansions. The most significant changes are the updated graphics engine and the inclusion of the Havok physics middleware engine,[28] as well as the introduction of home cities.[29]
The design of the Genie engine has been mirrored in later game titles such as Empire Earth,[30] Cossacks: European Wars,[31] Theocracy,[32] Tzar: Burden of the Crown,[33] and Rise of Nations. Most of these games have also been critically successful.[31][34][35][36] The in-development free software real time strategy game 0 A.D. by Wildfire Games started out as an Age of Empires II modification and boasts many similarities to Age of Empires in its current design on top of its new engine Pyrogenesis.[37] Openage is another free software project trying to create a modern re-implementation of the original Genie Engine using C++ and Python.[38][39]
References
[edit]- ^ Grossman, Austin (2003). Postmortems from Game Developer. Focal Press. ISBN 1-57820-214-0.
- ^ "Behind the Scenes". Microsoft.com. Retrieved 2008-09-02.
- ^ "Behind the Scenes: Bruce Shelly". Microsoft.com. Retrieved 2008-09-02.
- ^ "Behind the Scenes: Tony Goodman". Microsoft.com. Retrieved 2008-09-02.
- ^ "Behind the Scenes: Dave Pottinger". Microsoft.com. Archived from the original on 2008-10-13. Retrieved 2008-09-02.
- ^ "Matt "The Optimizer" Pritchard". Archived from the original on 2010-09-08. Retrieved 2017-05-03.
- ^ Daniel Gies (November 1997). "Build an Empire to Surpass Microsoft's". Game Revolution. Archived from the original on 2012-09-02. Retrieved 2008-02-24.
- ^ "The Art of Empires" (.doc). Gamasutra. Retrieved 2008-09-22.
- ^ Matt Pritchard (2000-03-07). "Postmortem: Ensemble Studios' Age of Empires II: The Age of Kings - Catching Up". Gamasutra. Retrieved 2008-09-20.
- ^ a b c d Matt Pritchard (2000-03-07). "Postmortem: Ensemble Studios' Age of Empires II: The Age of Kings — What Went Right". Gamasutra. Retrieved 2008-09-20.
- ^ "Dave Pottinger". Microsoft. Archived from the original on 2008-10-13. Retrieved 2008-09-20.
- ^ a b Matt Pritchard (2000-03-07). "Postmortem: Ensemble Studios' Age of Empires II: The Age of Kings — What Went Wrong". Gamasutra. Retrieved 2008-09-21.
- ^ "Age of Empires II: The Age of Kings Downloads". Microsoft. Retrieved 2008-09-21.
- ^ Greg Street (1999-08-27). "Age of Empires II: The Barbarossa Campaign". IGN. Archived from the original on October 21, 2002. Retrieved 2008-09-27.
- ^ Greg Street (1999-09-10). "Age of Empires II: The Genghis Khan Campaign". IGN. Archived from the original on March 6, 2002. Retrieved 2008-09-27.
- ^ MobyGames - Garry Gaber
- ^ Matt Pritchard (2000-03-07). "Postmortem: Ensemble Studios' Age of Empires II: The Age of Kings". Gamasutra. Retrieved 2008-02-01.
- ^ "Age of Empires". GameRankings. Retrieved 2008-06-17.
- ^ "Age of Empires II: The Age of Kings". GameRankings. Retrieved 2008-06-17.
- ^ "Age of Empires II: The Age of Kings (pc: 1999)". Metacritic. Archived from the original on 2008-06-23. Retrieved 2008-06-17.
- ^ "Age of Empires: The Rise of Rome". GameRankings. Retrieved 2008-06-17.
- ^ "Age of Empires II: The Conquerors". GameRankings. Retrieved 2008-06-17.
- ^ "List of reviews for Galactic Battlegrounds". Archived from the original on 2011-05-25. Retrieved 2009-11-18.
- ^ "GameSpot User Reviews for Galactic Battlegrounds". Archived from the original on 2009-09-03. Retrieved 2009-11-18.
- ^ "Moby Games Profile of Galactic Battlegrounds, with User Reviews". Archived from the original on 2011-10-27. Retrieved 2009-11-18.
- ^ GameRankings score for Galactic Battlegrounds
- ^ "Game Revolution Review for Galactic Battlegrounds". Archived from the original on 2008-08-29. Retrieved 2009-11-18.
- ^ Steve Butts (2005-03-09). "Age of Empires III". IGN. Archived from the original on March 12, 2005. Retrieved 2008-06-17.
- ^ "Home City". Ensemble Studios. Retrieved 2008-01-18.
- ^ Kasavin, Greg (2001-11-13). "GameSpot Empire Earth review". GameSpot. Retrieved 2006-12-30.
- ^ a b "Cossacks: European Wars for PC Review". CNET Networks. Archived from the original on 2012-08-14. Retrieved 2008-08-31.
- ^ "Theocracy Preview". Eurogamer. 26 January 2000. Retrieved 2009-11-19.
- ^ "Tzar: Burden of the Crown". IGN. 1999-10-26. Retrieved 2016-12-15.
- ^ "Empire Earth reviews". Game Rankings. Retrieved 2007-03-16.
- ^ PRESS ROOM: October 27, 2004 - Rise of Nations: Gold Ships Archived September 22, 2007, at the Wayback Machine
- ^ "Stronghold (pc: 2001)". Metacritic. 2009-06-12. Archived from the original on 2012-08-19. Retrieved 2009-06-12.
- ^ "Pyrogrensis Engine". Mod DB. Retrieved 2009-10-18.
- ^ "openage - free strategy game engine". Retrieved 2019-02-17.
- ^ "openage, the open source game engine for Age of Empires II and more games is advancing". GamingOnLinux. Retrieved 2019-02-17.
External links
[edit]- Ensemble Studios Archived 2008-12-25 at the Wayback Machine: the developers of the engine