Dispute arises on Ensemble Studios' demise
A few days ago we reported that former Ensemble Studios team member Paul Bettner states during a lecture at GDC 2010 that part of the reason for the development studio's shutdown by Microsoft was, "that every single game we shipped took twice as long as we said it would take, and took twice as much to make it." He also said that lots of crunch time and low morale were also big reasons.
Now another former Ensemble team member, Ian Fischer, has responded to Bettner's comments on his blog site. Fischer, who worked as a game design for the studio, paints an entire different picture of Ensemble's situation. He disputes Bettner's view that there was low morale at the studio, saying that their employe retention rates, "were in the vicinity of 90 [percent]" He also disputes Bettner's game budget claims, saying that while each game did cost more to make, their work was "no costlier or less efficient than any other developer of our caliber during this period of operation." He also states that all of the games made by Ensemble were profitable for Microsoft.
So what does Fischer believe Microsoft decided to shut down Ensemble in 2009? He believes that the studio's many non-RTS game prototypes which were never developed into full games might be to blame. He states, "Had we decided to crank out RTS after RTS instead of chasing after the MMOs and FPSs and RPGs and RTS-differents we constantly had in prototype, I'm sure we would have been a more efficient studio that could have operated with zero crunch. "
Now another former Ensemble team member, Ian Fischer, has responded to Bettner's comments on his blog site. Fischer, who worked as a game design for the studio, paints an entire different picture of Ensemble's situation. He disputes Bettner's view that there was low morale at the studio, saying that their employe retention rates, "were in the vicinity of 90 [percent]" He also disputes Bettner's game budget claims, saying that while each game did cost more to make, their work was "no costlier or less efficient than any other developer of our caliber during this period of operation." He also states that all of the games made by Ensemble were profitable for Microsoft.
So what does Fischer believe Microsoft decided to shut down Ensemble in 2009? He believes that the studio's many non-RTS game prototypes which were never developed into full games might be to blame. He states, "Had we decided to crank out RTS after RTS instead of chasing after the MMOs and FPSs and RPGs and RTS-differents we constantly had in prototype, I'm sure we would have been a more efficient studio that could have operated with zero crunch. "











