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FEATURE AOE3<br />
SKIRMISH MODE<br />
“[SKIRMISH MODE] IS THE MAIN THING THAT’S<br />
distinguished our games from everyone else’s,”<br />
says Shelley—and he’s right. Age of Empires was<br />
the first real-time strategy game to give players<br />
the opportunity to compete against the computer<br />
A.I. on randomly generated maps, essentially mimicking<br />
the structure of a multiplayer game. Even<br />
today, the challenges inherent in making random<br />
maps that the A.I. can play on intelligently—and<br />
that players feel are fair—are just too great for<br />
most companies.<br />
Blizzard, for example, never includes random<br />
maps; everything in WarCraft is always hand painted.<br />
Shelley explains the difference this way:<br />
“[Blizzard] is building chess games [in WarCraft<br />
and StarCraft] for competition. One guy at Blizzard<br />
THE NEW WORLD, OF COURSE, WASN’T NEW TO<br />
everyone, and Ensemble knew from the start that<br />
Native Americans would play an important role in<br />
the game. They do, but not as a playable civilization.<br />
“There are Native American towns on maps, and<br />
it’s up to you to go discover them and forge<br />
alliances with them,” says Street. You forge those<br />
alliances by building trading posts near Native<br />
American villages (and you break other civilizations’<br />
alliances by destroying their trading posts). Once<br />
you form an alliance with a tribe, you can use its<br />
units and technologies, along with those of your<br />
own civilization. So, for example, if you are playing<br />
as the French and you ally with the Iroquois, you<br />
now have access to French and Iroquois soldiers<br />
and knowledge. “They’re kind of like plug-ins,”<br />
Street explains. “They’re an additional civ that you<br />
can plug into your main one to get extra abilities.”<br />
Strategically, this adds an interesting new dimension<br />
to the game. Native American alliances cost no<br />
population spots because you needn’t provide them<br />
with food and shelter, as you would your own units.<br />
Nearing your population limit and short on warriors?<br />
If you’re allied with a nearby Native American tribe,<br />
50 > COMPUTER GAMING WORLD<br />
> In<br />
A.I. with attitude<br />
said we wouldn’t believe the amount of e-mail they<br />
get from competitive players saying stuff like, ‘If<br />
you would just move that item two pixels south it’d<br />
balance the map.’ We’re building a poker game,<br />
where every hand, you don’t know what you’ve got<br />
until you pull up your cards.”<br />
AOE3’s big, new skirmish mode feature is the<br />
inclusion of eight computer-player personas, one<br />
for each civilization—Napoleon for France, Queen<br />
Isabella for Spain, and so on (see page 51). Every<br />
A.I. opponent will have different strategies, motivations,<br />
and personalities.<br />
“We wanted to beef up the feeling that you’re<br />
playing against a persona, not a bunch of bits<br />
calculating the most optimal way to attack you,”<br />
says Street.<br />
NATIVE AMERICANS<br />
a game about the colonization of<br />
America, deciding how to portray Native<br />
Americans is especially difficult.<br />
you have their warriors at your disposal with no hit<br />
to your population limit or resources. And as you<br />
advance, your indigenous allied friends get additional<br />
units and technologies.<br />
What they won’t ever get is attacked: Native<br />
American units are treated as opponents only when<br />
they’re allied with another civilization, and then, only<br />
their military units can be attacked. For example, if<br />
you are playing against the British, who are allied<br />
with the Comanche, you can attack Comanche military<br />
units—never Comanche villages themselves. If<br />
no alliances are in place, Native Americans aren’t<br />
attackable at all.<br />
Ensemble and Microsoft admit that in making a<br />
game about the European colonization of America,<br />
deciding how to portray Native Americans was difficult.<br />
It seemed that no matter how they were represented—or<br />
even what they were called—somebody<br />
One way they’ll do this is with audio taunts—<br />
there are about 4,000 at this point—that will chime<br />
in at key moments in recognition of what’s happening<br />
in the game. Age of Mythology included<br />
text taunts from the A.I., but with AOE3’s multiple<br />
audible personalities, it’s much more amped up<br />
this time around.<br />
“A really cool thing is for the A.I. to tell you<br />
what to do,” says Pottinger. “Let’s say that as<br />
Napoleon is marching across the map, he says,<br />
‘I’m on my way to kick your ass.’ That’s cool.<br />
Why? It creates a time line and some tension,<br />
because you know that in a couple minutes, this<br />
big Napoleonic army is coming to your town.<br />
That’s a lot more fun than just having 40<br />
cuirassiers show up.”<br />
PC meets PC<br />
was going to be unhappy. Native American groups<br />
themselves couldn’t agree on what Ensemble<br />
should do. Microsoft conducted meetings with representatives<br />
of different tribes, but according to<br />
Ensemble president Tony Goodman, “It was impossible<br />
to get consensus on any issue. There was no<br />
topic that they as a collective group agreed upon.”<br />
Some tribal representatives felt the same way as<br />
many at Ensemble: Native Americans should be a<br />
playable civilization. Others wanted them in the<br />
game, but to be unkillable. And the debate over<br />
naming ranged from Native American to First<br />
Peoples to Indigenous Peoples to...well, Indians.<br />
Ultimately, it came down to gameplay. “We knew<br />
what we wanted from a gameplay standpoint,” says<br />
Rippy. “We did everything we could to make it politically<br />
correct, but we didn’t let that drive the design.<br />
Fun trumps history.”