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Make History - Developers talk about Age of Empires IV

Age of Empires is a series of real-time strategy games developed by Ensemble Studios and published by Microsoft Studios. The first title of the - Age of Empires - is a real-time strategy game published in 1997. Inspired by Civilization and Warcraft II, the game takes place in a historical context over a period between 5000 AV. J.-C. and 800 AP. By which the player must change an ancient civilization of the age of stone at the age of iron to unlock new technologies and units allowing him to build an empire. Ensemble Studios then develops an extension called The Rise of Rome and then a sequence for which they choose the period of the Middle Ages in order to easily differentiate the two games while keeping the aspects of the gaming system that had made the success of the first title of the series. In order to take advantage of the 3D engine they develop at the time, together studios then decides to move away from the historic frame of the Age of Empires and to incorporate elements of mythology to make the game different from the previous opus of The series while keeping a familiar frame. They publish Age of Mythology then its extension The Titans who are experiencing a success similar to the titles of the main series. They then use the game engine of these to realize Age of Empires III whose action takes place during the European colonization of the Americas. The last game released, Age of Empires Online, focuses on the multiplayer game on the Internet. The series has also been adapted on Nintendo DS in the form of turn-based strategy games in the Advance Wars line. The first, Age of Empires: The Age of Kings is inspired by the historic frame of Age of Empires II, Age of Empires: Mythologies inspired by Age of Mythology. The series has also been adapted to mobile in the form of Tower Defense and real-time strategy game. Age of Empires: Castle Siege is on Windows Phone, Windows and iOS. Age of Empires: World Domination was a free-to-play and was on Android, iOS. He was closed in November 2016. The series has experienced some commercial success with more than 20 million units sold in total. The different games were generally well received by the specialized press.

The Age of Empires franchise (which also included the Spin-off Age of Mythology) is one of the most popular real-time strategies ever designed, both at occasional fans and competitive players. By combining accessibility with quasi-infinite strategic depth and replayability, it is not difficult to understand why. Relic Entertainment has just been released - 16 years after the last opus - Age of Empires IV, and we talked to the development team of some of the challenges and successes they met as they had their game from the design at completion.

Of course, many things have changed over the past two decades. The cultures of the world and their contributions to history, their struggles and complexities are more obvious, and the old approaches to tell their stories will not work. It was important for us that the team renders justice to the crops represented in the game, because the representation and identity in the game count not only for our community but for the world in general, said the developers. To do this, we have worked with experts in many areas and many countries to present an authentic context for our missions and the lives of people involved. We use high quality documentary films to frame the missions - either by retracing the historical narrative or by plunging into interesting details of life at the time. We have also worked with linguists to ensure an appropriate unity speech for the period, as well as with historians, weapons experts and armor, and many others.

Age Of Mythology 2 - Is It COMING?

Part of the narration of these stories is done through the game s solo campaign, which the team calls Hands on History. We like to say that history is as interesting as the people who taught you. Our goal was to humanize history through our videos Hands on History and give players something deeper as part of the campaign to help them understand how the past connects to modern times and to the people who lived it. Of course, the attention paid to the details of Age of Empire IV is reflected in its art and graphics. The amount of depth brought to the units and buildings for each civilization was really stimulating and exciting; More unique architecture and embellishment of details when the player gets older. We used some interesting themes and observations to develop style and presentation. Gold was the common base of the currency for almost all our civilizations - it was used in art and artifacts adorned and used in illuminated manuscripts, it was therefore not difficult to consider using it in Numerous places of our game as in the user interface and in our movie history. To keep contemporary visuals, we let them hang in the air as if it were an increased virtual reality experience, as a ghost memory superposition of what was there and what is there.

Age of Empires goes out with eight starting civilizations, which, although a relatively small number, manage to cover a wide range of geography, culture, politics and military history. Developers opened a window on the decision process by which to start. We wanted to connect the past to the present as one of our visions of the game, so we examined civilizations which, in many cases, survived from the beginning of the Middle Ages today, or who had a profound impact and Durable on how our world looks today. We also wanted to connect the East Geography to West through Eurasia. A civilization like the Mongols makes it possible to stage the Chinese to the east and the Europeans in the west. And then there is the countryside. When you add a civilization, you want to find him a natural partner in the story, like the English and the French, or the Russ and the Mongols. And finally, there is just the cool factor - which fascinating and interesting cultural units or cultural elements that would like players and work well in the game.

One of the most complex sets of decisions revolved around RTS mechanisms to preserve, modify or add. At the beginning, Age of Empires IV feels mechanically very similar to the other games of the franchise, but there are new important additions and subtle changes to the bases. The list of discarded mechanisms and systems is quite substantial. We tried all kinds of things at different times. We have tried pretty new economic mechanisms that were interesting, but more difficult to analyze and understand how a basic village of resource collection is immediately understandable. We have considered the weather as a factor on the map, like rain, which could increase your food resource production. We watched how the cities are built, and how bonuses are derived from having buildings near other buildings. In the end, the essential advice for us were to answer the question Does this functionality make the game resemble more or less to age?. The game was to look like an Age of Empires experience. In addition, we had to operate the game on a very wide range of machine specifications, ranging from a graphics card laptop integrated into a powerful game platform that can make 4k.. Game systems, numbers Unit and the impact on simulation is obviously very important for overall performance.

The developers have also mentioned some ideas that have been considered but finally rejected for one reason or another. Too much randomization in cases makes RTS games more difficult to balance or understand. Trying to add the impact of the environmental effects of the real world can often make the gameplay random or punitive for players, and that s something we played on Age of Empires IV too. But every decision taken by a team - successful or not - is a chance to learn more about the game and the community. Since RTS games have a very long life, we have the opportunity to make changes, improve our support, see more from what the community would like and improve the game experience over time.

As developers have noted, real-time strategy games are a kind where the product at the exit is often only indicating what it will become. We asked questions about extension plans as a map editor and additional civilizations. The team is delighted to announce that the mods will arrive in Age of Empires IV at the beginning of 2022, allowing players to play as they wish with user-generated content tools for custom games. Stay tuned because we will have more to share in the weeks and months coming on the new content and features of Age of Empires IV.

You can read our complete Critimate of Age of Empires IV here on Cogconnected.com, and we also want to know your opinion on the game!

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