Hi Honey, We're Home
Age of Empires games have always been built by playtesting. At Ensemble before and at Robot now, our basic development philosophy remains unchanged – get a playable version of the game up and running as soon as possible, then play the living hell out of it.
This approach has massive advantages. Everyone on the team knows and contributes to their game. If something is broken, all of the most capable eyes are looking. If an idea isn’t going to work the way you saw in your head, the reaction in playtest makes that obvious. And nothing is better for guiding fast, impactful changes – a few weeks back, there were people literally making realtime fixes to Age of Empires Online based on problems players in the alpha were chatting to us while they played.
But, great as playtesting is, it doesn’t make everything kitten whiskers and long walks on the beach. In the minus column, iteration like this can cause problems with perspective.
You see, constantly testing your game to make it better is a lot like having that friend who thinks any humorous thing he has encountered while traipsing about the internet can only be made funnier by running it into the ground at full speed. You know who I’m talking about. That guy who keeps cut-and-pasting “demotivational posters” or responding to everything with the same phrase until you lose it and screech “SAY CHUCK NORRIS AGAIN AND I WILL BEAT YOU TO DEATH WITH TIM’S WOODEN DRAGON.”

As with your idiot friend, constant exposure to anything changes your perspective on it. What starts as funny later becomes grounds for manslaughter. Game development is not somehow immune to this. Sometimes you playtest your way into something good, then decide it needs to be changed, not because there’s something better, but rather because you’ve been playing the same thing for sooooooooo long. You forget that your audience won’t have played the game 2000 times and grown tired of a feature when they pick up the game for the first time.
As it is with individual games, it is also with the series. Every time we start working on a new Age of Empires game, we have to evaluate a number of things. What did people say they liked in our last game? What did they dislike? What didn’t work? What made the game more fun? What wasn’t worth the effort? What are our players doing now? The answers to all of these questions are just as influenced by our constant exposure as our views of individual features are during the development of one specific game. After Age of Kings, for example, an opinion that contributed to the decision to do Age of Mythology was that people were sick of historical games, which was backed by pointing out the success of sci-fi and fantasy games.
“People,” of course, weren’t sick of historical games at all. We were sick of them. We had done years of historical stuff and wanted the freedom to do something a little different. But our constant exposure to the material had influenced our perception. If everyone you see and talk to every day says they’re tired of history, it’s easy to imagine that there is a similar distribution of opinion beyond your walls.
I can look back and see the ebb and flow of this in our games. I can see the times when we grew weary of something and drifted in another direction or when a particular game or fan mod or style of gameplay grew popular with our crew and we started to think about how we could nudge Age in that direction. I’m sure some of the people who have been playing the Age games for a long time can too.
When we first went back to work on what has become Age of Empires Online (it was then Age of Empires 4), one of the things the team did was attempt to strip some of this away and, as much as is possible, look at the heart of Age of Empires. Not where we had gone or what we were tired of or where things seemed to be going, just “What makes an Age game?”
An idea we had discussed and started to embrace was the belief that there wasn’t One True Path – we had talked a lot about the trends we were seeing with game time or online or campaigns and someone mentioned that, while “all other RTSs” might be doing something, what we should consider is the possibility that we’re successful because we aren’t. That maybe people who don’t enjoy the gameplay featured in “all other RTSs” gravitate to Age specifically because we offer something different. That maybe we should embrace our differences instead of trying to figure out how to become more like something else.
This seemed sage to me and we later settled on a number of things that we thought made something “an Age game.” One element, which more and more RTSs seem to have decided to move away from, is the economic game. We thought we had the combat – econ split just about perfect in Age of Kings, so we put AoK back out in the playtest area and started playing it again. We quickly noticed a lot of things that had eroded in the games we did after Kings…but which were really fun. Things we found we missed. We had a lot of “why did we ever decide to…?” conversations.
That soon grew into the original direction for what has become Age of Empires Online. We adopted “Age of Kings style gameplay in an Age of Empires setting” as our basic vision statement. When we started floating some of the early game out to people other pieces fell into place – I cannot tell you how many times I have had someone email me or talk to me at a show and mention how much they loved the villagers carrying big hunks of meat in the original Age or the priest “wololo.” In a thousand years, I never would have guessed that the Brontosaurus Burger-esque vills gathering meat animation from AoE would be the thing that someone kept with them from that game but…here we are.
This process has worked very well for us. Certainly, in making a game for release today, we’ve changed and added and modified a great number of things. But still, sitting in playtest, in the middle of a PVP game or a struggle against an AI, players familiar with Age of Kings feel their old friend there again. For us, it’s nice to know that the core gameplay is still fun and that people who missed Age of Kings might soon get a taste of it.







Nice read.
Thanks for sharing this. I thoroughly enjoyed it! Woholo!
Great read! I played AoM
Great read! I played AoM couple times and it was a blast. I really need to pick it up again and play some of it and hopefully get into the beta and see what is new and what is the same.
Thanks for Knowing how you guys feel!
"“People,” of course, weren’t sick of historical games at all. We were sick of them. We had done years of historical stuff and wanted the freedom to do something a little different. But our constant exposure to the material had influenced our perception. If everyone you see and talk to every day says they’re tired of history, it’s easy to imagine that there is a similar distribution of opinion beyond your walls."
Thanks for sharing how you guys feel... It´s really not just about what the community but, as well what the devs want.. =) After reading this, i really want to go play AOE games ;)
Meaty
its cool that your looking back on age of kings. that was the first one i played and ive bought every game after that. another thing that made that game great as well as any other age game was the scenario editor. it was cool how you could play those scenario's online. aom 2 wouldnt be a bad idea either
Brontosaurus Burger-esque vills
Wow. I will just go with "weird" animation. glad you guys are rethinking about the series. but one thing, history doesn't really get old. It just gets old repeating the same thing you have known for ages!
Back to basics
Just a couple days ago I reminisced about the Brontosaurus Burger-esque animation. That always stuck with me the most. It's too bad that AoK is the only Ages game I haven't played (or own for that matter). Sounds like I'm really missing out.
Somehow I think AoE Online will feel both retro and refreshing.
Good post
I always enjoyed the isometric Age games the most out of the series. Hope to hear some Wololo's in AoEO!
very nice text but are we
very nice text but are we there yet? "Certainly, in making a game for release today, we’ve changed and added and modified a great number of things." did it started?!?!
@Doctor - Ian meant "Today"
@Doctor - Ian meant "Today" in general terms... like "in this day and age" or "in the current market"
AOL Evolved
Great read.
If this truly winds up being Age of Kings distilled down to it's core & evolved with new features/presentation, that's friggin awesome! I've been a fairly serious gamer since the early 80s, and that game brought more good times than anything,on any platform. I cant point out precisely what it was, either. It was well designed, I love the time period it covers, I love strategy. It just felt right, from the music, to the animations... even down to the main screen. Out of the thousands of games that have rotated in and out of shelves, only a handful achieve that type of 'essence' where it all comes together so gracefully.
Looking forward to it, Robot.
This was a really interesting
This was a really interesting read and shed some perspective on where the game is coming from. I am particularly heartened by the philosophy of “Age of Kings style gameplay in an Age of Empires setting” - Age of Kings has always been my favourite RTS and I am looking forward to seeing what you have come up with to take us back to this style of play
great read. nice to learn a
great read. nice to learn a little bit more About re
Great :)
Thanks for sharing, was a great read :)
Wololo!
Interesting read! I feel
Interesting read!
I feel like the RTS genre died when companies began thinking people disliked games of economy and basebuilding.
It seems like almost a decade later people like Blizzard and Robot are realizing that that simply isn't the case. AoK and SC were the best RTS games ever, and i love how both companies have gone back to their roots.
If AoEO really feels like AoK in an AoE setting, i think the game could truly be amazing.
Love it
I got higher expectations of AOEO now after reading this! very interesting and instructive article =D
The hope that it will be
The hope that it will be similar to AOK has made me very interested in this game!
Great article :D
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more content and more variety
I would like to point out that AOE:O is an MMO game and the objective therefore should be that players will continue playing the game even after 2000 times.
That is hard to do but not impossible.
Personally I have been playing AOE3 since 2005 and Company of Heroes since 2006 and I am still not tired playing them.
The key for achieving that is more content and more variety as opposed to changes.
Once I am tired playing with one civ I move on and play with another civ, with another map, and with different home city cards.
Then once I play through all the civs I go back and play with the first civ again.
So the key to keep players playing the same game for a long time is to add more content and more variety, such as more civs, more units, more upgrades, more techs, more quests, more rewards, more maps, and so on.
I would also like to mention my hope that RE adds Scenario Editor soon enough.
Adding new content over time to MMO games is costly and time consuming.
So allowing players to add their own content to the game will boost the amount of content many times over. ;)
You have made some excellent
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