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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.”

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