April 2005

While Microsoft has always been something of a software juggernaut, the games studio wing of it always seemed like a kid brother always lagging behind his much larger and more capable sibling. Flight simulators and golf games aside, it was the 1997 release of Age of Empires, produced by Ensemble Studios, that really put MGS on the map. Competing even with such stiff competition as Command & Conquer and Starcraft, Age of Empires became a huge hit, spawning a sequel, a spin-off series, and expansion packs on top of it all. Now, as we get into 2005, Ensemble Studios prepares to send us back in time once again with the announcement of Age of Empires III. Today we’re taking a moment to speak with Greg Street of Ensemble Studios, Lead Designer of Age of Empires III , to learn more about this exciting new game.

Snackbar Games: AoE3 seems to offer the highest visual fidelity of any Real-Time Strategy game to date. Is this advance tied to the gameplay in any way, or is it just a “We have the technology to make it better” thing?

Greg Street: We get at least 4 big benefits from spending so much effort on visuals. 1) It gets players’ attention. The Age of Empires series has always attracted new gamers because of its looks. We are confident customers will like the game once they play it, so we use the visuals to reel them in. 2) We’ve been making RTS games for some 10 years now. A heavy investment in graphics became a powerful motivator for our programmers and artists because they got to challenge themselves and try and solve some problems we’ve never had to look at before. 3) I think pretty games can be more fun. Our worlds always contain a lot of detail. You’re always seeing something new, which in turn can encourage you to want to keep playing to see what else you can discover. 4) A lot of our graphics focus has been on combat, and in this case the gameplay actually changes. When you have a battle where the soldiers line up the way soldiers fought in the 1600s-1700s, it makes the battles easier to understand. You can more easily tell who is winning or losing and why.

SBG: What’s being done to make sure navigation and control is as easy in the lush, complex environments of AoE3 as it was in the first two?

GS: There is a lot going in AOEIII, so much that we wanted to simplify parts of the game to free up player bandwidth to deal with the new features. You still make a lot of economic decisions, but they are more strategic, such as which food source to invest in, rather than being about madly clicking units on the screen. We offer ways to keep your troops together without having them spread out across the map, or forgetting and leaving some at home. We also let players turn on or off a lot of UI options. More casual gamers can have a simple, elegant UI, while hardcore gamers can have that space shuttle-like display with lots of numbers and gizmos that they enjoy.

SBG: Is terrain going to be playing a larger role in tactics this time around? For instance, will there be spots too rocky for siege machines that infantry and/or cavalry can get across?

GS: Tactics in general are much more important than they have been in our previous games. We’re currently focusing a lot more on different orders to give your troops, such as whether musketeers fire in volleys, break and attack, or fix bayonets and charge. Assuming we can keep that system from getting too complicated, we’ll add things like a downhill charging bonus or increased damage from firing from higher ground.

SBG: How many civilizations will the player have to choose from this time around, and how will they be differentiated gameplay-wise?

GS: There are 8 civilizations, and they are much more diverse than the civilizations were in Age of Kings. Each civilization has a general “feel.” Some get lots of colonists, others fight with hordes of terrible units, while others have expensive and highly-upgraded units in smaller armies. Each civilization has a twist on how they manage their economy. The Portuguese start the game with two colonies, so they can produce Settlers quickly, but have to manage two towns at once. The Spanish only have a single colony, but they receive shipments from Europe more regularly. Two additional features complement this diversity: Native Americans and Home Cities. A Dutch player allied with the Comanche feels different from a Dutch player allied with the Maya. The Home City allows the Dutch to develop along a very different path from the Spanish, and even two Dutch players to develop to diversify over time.

SBG: What kinds of single-player campaigns are players going to be able to do? Can we expect to help Spain conquer the new world, etc.?

GS: When we started AOEIII, we knew there were two directions we could go in: the purely historical variety of Age of Kings (“You’re Genghis Khan. Here’s what happened to Genghis Khan.”) or the more story-driven campaign that we went with on Age of Mythology. Ultimately we chose the latter. It’s just hard to compare what we were able to accomplish in the AOM campaign to the drier battles of AOK, and I also think it’s harder to come up with charismatic figures in this time period who can compete with the likes of Genghis Khan. So instead, we wrote our own story with our own characters to try to capture the feel of what it was like for Europeans to reach the New World and ultimately prosper there. Our characters interact with real events and people from history (in what we’ve started calling “Forrest Gump moments”) but we also have good excuses for our characters to travel all across North and South America and get involved in some conflicts that aren’t in the history books.

SBG: How is the multiplayer aspect of AoE 3 going to be handled? What Kinds of modes can gamers look forward to?

GS: Our multiplayer is a combination of what we offered in Age of Mythology and Age of Kings. Specifically, with Mythology, we tried to attract some more casual gamers online with a system that emphasized speed and ease-of-use over customization and community. It was a successful experiment, but in hindsight we may have neglected some of the more hardcore players who are the bread-and-butter of online play. This time around we are trying to give the hardcore exactly what they want, without being too intimidating to someone who wants to venture online for the first time.

SBG: Is it hard play-balancing cultures that were not, historically speaking, balanced themselves? The differences in available technologies and resources between pre- and post-industrial societies would make for some pretty unbalanced sides, I’d think…

GS: Our games have always been a little bit about “what if?” In Age of Empires, you are the leader of your people, and your decisions bring them to power or to ruin. If you want to lead the Spanish navy to defeat the English, you have that capability. If you want to send your French trappers down into Mexico to ally with the Aztecs and establish a series of trade routes fortified by Aztec Eagle Warriors and French Crossbows, go for it. Now advancing in Age is always a good move, provided you can afford it, so colonies that reach the Industrial Age have some exciting new options, including the ability to use Factories and Trains, and get access to the most powerful cannon. The way we chose to handle Native Americans was precisely so we wouldn’t have a game where the Iroquois were building frigates and cannon in order to compete with the European civilizations. Instead our Iroquois can feel like Iroquois, and still be cool.

SBG: Has the Ensemble team done a lot of research to ensure the game’s historical accuracy in terms of buildings and units?

GS: First off, we make games, not educational products. When history and fun collide, fun wins every time. But we do a ton of historical research. We have a library with several hundred volumes and probably many more Internet links. We buy movies to check out costumes and the way large-scale combat works. We take photographs of real buildings to get the architecture right. Early on in the project, several of us attended the reenactment of the Civil War battle of Gettysburg, where we were able to get audio and video footage of musket volleys, cavalry charging and cannons firing. (A Revolutionary War reenactment would have matched our time period better, but it’s hard to beat the spectacle of the tens of thousands of re-enactors who attend Gettysburg.)

SBG: What are “Home Cities”, and how will they impact the player’s experience? Will they provide faster building or more profitable resource gathering than expansion cities?

GS: Your Home City represents your capital back in Europe. If I play as the Portuguese, I may found “New Portugal” in Argentina, but my success is ultimately dependent on the state of Lisbon back home, and vice versa. In every game, your Home City continually provides you with shipments of resources or soldiers. Aggressive players often choose soldiers, while economic or city-builders like Settlers or resources. These shipments occur every few minutes, depending a great deal on how you are doing in the game, and you get to decide what the Home City sends you. But if your colony flourishes, your Home City improves as well. The way this works is that a player earns Experience Points for doing things in the New World – everything from shooting a grizzly bear, to building a Mill, to razing an enemy Fort. If you gain enough experience, your Home City gains a new level, just as in many RPGs. When you gain a new level, you get the ability to visually customize your Home City (such as changing the color of shutters on a building, or changing the lighting from day to night), and you gain a new bonus you can use in the game, such as having more powerful Crossbows, or faster hunting, or adding more armor and weapon improvements to your Arsenal. The best metaphor for the Home City is probably a console game like Gran Turismo, where if you play enough, you can unlock new content for your car: not just changing the color or pinstripes, but also the ability to get a more powerful engine or better tires. That’s how the Home City feels. You can expect to level up every few games, though it slows down at higher levels.

SBG: Finally, what would you say fans of the series should be looking forward to the most?

GS: Diversity. There are constantly new things to discover in Age of Empires III. You might see a Native American warrior that you’ve never seen before, or you might play on a new map that has different animals living on it. There are scores of upgrades available in the Home City, and they vary from civ to civ. I play whole games where I forget to build an Arsenal or Church because I am focused on other things, so when I remember those buildings, it’s fun to explore what improvements they offer. Every ship in the game is given a culturally appropriate random name. Your Explorer can unlock a pet dog in the Home City, and that dog gets a random name as well.

Well, I don’t know about you readers, but I know I’m excited. In a genre that has seen too much “Me too” and not enough “Follow me” in recent times, Age of Empires III looks to give the RTS genre a much-needed shot in the arm. Thanks again to Greg Street for taking the time to talk to us and the rest of Ensemble Studios for keeping the series going for the better part of a decade!

Here they are…

April 21, 2005

Allow me to present the first sample shirt we have received. We need to touch up the lighter orange but not bad if I do say so. The first run will probably be a preorder printing only so I will need to know who is interested.

[url=http://www.snackbar-games.com/images/news/shirt/sbgameshirt-front.jpg][img]http://www.snackbar-games.com/images/news/shirt/sbgameshirt-front_thumb.jpg[/img][/url]

[url=http://www.snackbar-games.com/images/news/shirt/sbgameshirt-back.jpg][img]http://www.snackbar-games.com/images/news/shirt/sbgameshirt-back_thumb.jpg[/img][/url]

Things are a changing

April 20, 2005

It seems like our industry is drastically changing right before our eyes. Gamestop is gobbling up EB in an effort to not get spanked by them in terms of sales anymore. On another front, Lorne Lanning, the genious behind Oddworld, has announced he is leaving the industry to pursue other opportunities in Hollywood and is taking the studio with him. What is going on this week?

I expect that things will probably get worse before they get better. With the high costs associated with publishing games these days there are only a few major players able to get it done. This poses a problem for us because now a few large companies determine which games actually reach the consumers. Despite Oddworld’s slamming success they had one hell of a time getting the newest game published. What does that say for unproven studios with fantastic yet zany ideas? It says they probably won’t get their game picked up. With this type of trend I expect there will be some sort of exodus of developers moving on to other industries. I can only hope there will be a paradigm shift where developers can self publish games in the future. Until then, I think things could get very rough around here.

LEGO Star Wars

April 20, 2005

[floatleft]http://www.snackbar-games.com/images/reviews/legostarwars/cover.jpg[/floatleft]Let’s face it: I love LEGOs, and I love [i]Star Wars[/i]. If a very mediocre [i]LEGO Star Wars[/i] game came out, I’m sure I would love it. They would have to go through very little trouble to get my money. But despite this, Traveller’s Tales didn’t make a mediocre game. They really went the extra mile and pulled together a really fun and solid experience.

First of all, this game may be one of the best-looking [i]Star Wars[/i] games ever. Because of the LEGO theme, a minimal polygon count gives a prefect representation of the world and characters. This left the developers more room to add in lots of cute lighting effects and reflections and such. My machine is quite a capable PC (unlike poor Snowcone’s), so I was able to kick the resolution up to 1600×1200 with all the effects on, but any fairly modern machine should be able to make this game look beautiful.

The LEGO and [i]Star Wars[/i] themes are used expertly throughout the game. The first part of [i]Episode III[/i] takes place in a huge space battle that will open the movie. It is so intense that it just has me salivating to see what the movie will be like, with dogfights and capital ship flybys throughout. The levels all manage to remain true to the movies while still keeping a LEGO look and feel and an excellent sense of humor. This is not to say that the game isn’t violent, and some of the most amusing scenes have a sort of morbid twist on them, but nothing that should disturb your kids. The cut-scenes are very well done and extremely entertaining. The game itself ranges from relaxed to frantic, but never lets up.

[floatright]http://www.snackbar-games.com/images/reviews/legostarwars/ss05_thumb.jpg[/floatright]In discussing the gameplay, let’s get one thing out of the way: this game is really, really easy. It’s designed for kids, and although I still really enjoyed it, it’s not the sort of game you play for a challenge. You have unlimited lives, and the only cost to dying is a small amount of Lego studs (the coins of the game). Aside from this, the game is mostly a very simple platformer with some basic combat and problem-solving. There are a few vehicle levels, which range from a somewhat poor pod racing level to a scrolling shooter to an incredibly brilliant (if basic) rails shooter set at the opening of [i]Episode III[/i] mentioned earlier. Outside of these, the rest of the game, including the main interface, takes place in a 3D-platforming world. However, the game has a lot more to it than just jumping and attacking things.

Despite only using a few buttons, the game has a wide variety of actions: many characters have special actions, and you can switch characters during a mission using a “tag” option that allows you to switch for an NPC. Various obstacles must be circumvented by using just the right character: Jedi can move blocks and make new items with them, droids can open doors that nobody else can unlock, blaster characters can hook onto strategically placed grapples, etc. Many of the hidden collectibles on the levels can only be accessed by using just the right character, even though sometimes that character is not in your given entourage for a specific level. Fortunately, you can unlock characters for free mode by completing levels or by buying them from Dex. You can unlock not only allies and main characters, but also every enemy in the game. Some of the characters are really fun to play with, especially [i]Episode III[/i]’s General Grevious, who has a lot of lightsabers and knows how to use them.

Really it is the collecting that makes this game so much fun. And unlike most games of the “100% collection” variety, the game is easy enough that it shouldn’t be too frustrating to find all of the secrets. The exploration part of the game really adds a lot to the replay-ability of the levels. It also brings tangible rewards in the form of a hidden level and more unlocked characters. The LEGO people you unlock walk around the diner (which forms the interface for the game), getting into fights with each other at random. Just watching them or jumping in on their fights is often entertaining by itself. The other unlockables include cheats that change out your weapons for brooms or give everyone mustaches. And the secret area in this game is brilliant and also hints at a possible sequel based on the original trilogy! Most of the fun in this game is in the quest for all of these secrets.

[floatleft]http://www.snackbar-games.com/images/reviews/legostarwars/ss07_thumb.jpg[/floatleft]This game was incredibly well polished, even if it is very simple, and well worth $30. Anyone who loves [i]Star Wars[/i] or LEGOs should have fun with it, and it is simple enough for younger kids to play with a little help from a player two parent. I only have one word of caution: if you don’t like spoilers, you may want to keep away from the last third of the game until after you see [i]Episode III[/i], since it gives a lot of the plot away (I have seen things on almost the entire movie, and I still learned one or two things). It’s a nice, relaxing exploration game that might make a nice break from some of the more intensive fare of a gamer’s library.

Many of you are familiar with our current line of merchandise that is run through CafePress. CafePress made sense at the time we launched the site since we haven’t had to pony up any of the costs associated with a line of merchandise, but I am honestly not happy with the iron transfer style shirts they sell. I will admit they are the best iron transfer shirts I have ever seen, but they still lack a feel of quality that I want associated with Snackbar Games.

With that said, I am currently waiting on Pretzel to get back with me on where I can pick up the sample shirt that we recently had printed. As soon as I get it in hand you can bet I will post pictures for you all to see. What I want to know is how many of you would be interested in purchasing these fantastic shirts, how much you would be willing to pay, etc. Obviously the answers to these questions hinge on the final product so I will update this post just as soon as I get a picture of the shirt.

Stay tuned…