Age of Empires is a series of
computer video
games developed by
Ensemble
Studios and published by
Microsoft Game Studios. The first
title of the series was
Age of Empires, released in
1997. Since then, seven titles and three spin-offs have been
released. The titles are historical
real-time strategy games, and their
gameplay revolves around two main game modes:
random map and
campaign.The games are set amidst
historical events.
Age
of Empires focused on events in
Europe and
Asia, spanning from
the
Stone Age to the
Iron Age; the expansion game explored the formation
and expansion of the
Roman Empire. The
sequel,
Age of
Empires II: The Age of Kings, was set in the
Middle Ages, while its expansion focused on the
Spanish conquest of
Mexico. The subsequent three games of
Age of Empires III explored the
early modern period, when
Europe was
colonizing the Americas and several
Asian
nations were on the rise. A
spin-off game,
Age of Mythology, was set in the same
period as the original
Age of Empires, but focused on
fictional elements of
Greek,
Egyptian, and
Norse mythology.
The
Age of Empires series has been a commercial success,
selling over 20 million copies. The popularity and quality of
the games has earned Ensemble Studios a strong reputation in
real-time strategy gaming. Ensemble collaborated with
Big Huge Games on
Age of Empires III: The
Asian Dynasties. Critics have credited part of the success
of the series to its
historical theme and
fair play; the
artificial
intelligence players fight with less "cheating" than in many of
the series' competitors.
Common gameplay elements
The
Age of Empires games belong to the
real-time strategy genre, with the
exception of the
turn-based
Age of Empires: The
Age of Kings and
Age of Empires: Mythologies
for the
Nintendo DS. The series features
two recurring modes of play: "
random
map," and "
campaign." "Random
map" is described by lead designer Greg Street as a "hallmark" of
the series. In this mode, the player selects a civilization and
plays on a randomly created map, most of which are based, at least
loosely, on a real-world geographic area. A variation on random map
is "deathmatch," where players begin with large amounts of
resources and fight until only one side remains. A "campaign" is a
series of interrelated missions with a specific storyline. Earlier
games in the series included several campaigns; however,
Age of Mythology was an
exception to this trend, with one campaign. Games in the series
also offered
multiplayer game options,
via
LAN and
modem
connection.
Age of Empires,
The Age of Kings, and
their expansions, also offered online play via the
Microsoft Gaming Zone (the Zone),
though this ended on June 19, 2006.
Age of Mythology,
Age of Empires III, and their expansions, offered online
gameplay via
Ensemble Studios
Online , a system similar to MSN's
Zone.com and
Blizzard Entertainment's
Battle.net.
The missions in a campaign generally follow a historical setting
and focus, but do not strive for absolute historical accuracy.
For
example, while Germany
in the early
modern period—when Age of Empires III was set—was largely
Protestant, the design of the German
church building is Catholic.
However, in
The WarChiefs, the design team did take great
care to ensure they portrayed
Native Americans as
accurately as possible, and relied on expert historians for
assistance.
Age of Empires games use historical figures
and units that are relatively well-known, but also include several
"strange or exotic military unit[s]," to make the games more
interesting.
Games
The games in the series focus on historical events throughout time.
Age of Empires
covers the events between the
Stone Age
and the
Classical period, in
Europe and
Asia. Its
expansion,
The Rise
of Rome, follows the formation and rise of the
Roman Empire.
The Age of Kings
and its
Nintendo DS
spin-off follow Europe and Asia through the
Middle Ages.
The Age of Kings expansion pack,
The
Conquerors, is set during the same period, but also
includes scenarios about the Spanish
conquest of
Mexico
. Age of
Empires III and its first expansion,
The WarChiefs, take
place during the
European colonization of
the Americas. Its second expansion,
The Asian
Dynasties, follows the rise of
Asia in
the same period. The series' spin-off,
Age of Mythology, and its expansion
pack,
The
Titans, are set during the
Bronze
Age, but focus on
mythology as their
themes, rather than history.
Main series
Age of Empires, released on October 26, 1997, was the
first game in the series, as well as the first major release from
Ensemble Studios. It was one of the
first history-based real-time strategy games made, utilizing the
Genie game engine.
GameSpot
described it as a mix of
Civilization and
Warcraft. The
game gives players a choice of 9;civilizations to develop from the
Stone Age to the
Iron Age. The expansion
pack,
The Rise of Rome, published by
Microsoft on October 31, 1998, introduced new
features and four new civilizations, including the
Romans. Although the two games had contained
many
software bugs,
patches resolved many of the
problems.
Age of Empires was generally well received, despite some
highly negative reviews.
GameSpot
criticized a confused design, while
Computer and Video Games
praised the game as strong in single and multiplayer. The
Academy of
Interactive Arts & Sciences named
Age of Empires
the 1998 "Computer Strategy Game of the Year." For several years,
the game remained high on the sales charts, with over three million
units sold by 2000.
The Rise of Rome was not as popular:
it had only sold one million units in 2000, and attained 80% as an
aggregate
score from
Game Rankings.
Age of Empires II: The Age of Kings, released on September
30, 1999, used the Genie game engine, and had gameplay similar to
its predecessor.
Age of Kings is set in the Middle Ages,
from the
Dark Ages to the
Imperial Age. It allows players to choose one of
13 civilizations, from Europe, Asia, and the Middle East.
Microsoft published the expansion,
The Conquerors, on
August 24, 2000. It added new units and five new civilizations,
including two
Mesoamerican
civilizations; the
Maya and the
Aztec. The expansion also introduced the
concept of technologies that were only available to certain
civilizations.
The Age of Kings was a bigger critical
success than the first two games, with Game Rankings and
Metacritic scores of 92%. Microsoft shipped out
more than two million copies to retailers, and the game received
numerous awards and accolades. Critics agreed that
The
Conquerors expanded well on
The Age of Kings, though
issues of unbalanced gameplay were raised.
The Age of
Kings and
The Conquerors won the 2000 and 2001
"Computer Strategy Game of the Year" awards from the Academy of
Interactive Arts & Sciences, respectively.
Age of Empires III, released on October 18, 2005, was
built on an improved version of the
Age of Mythology game
engine with the most significant changes being the updated graphics
engine and the inclusion of the
Havok
physics middleware engine. The game
is set in the period between
1421
and 1850, and players can choose one of eight European nations.
The game introduced a large number of features, such as
home cities. Described by
Ensemble Studios as "an important support system to your efforts in
the New World," home cities helped provide the player with
resources, equipment, troops, and upgrades. They could be used
across multiple games, and upgraded after each battle; it was
compared to a
role-playing game
character by Ensemble Studios. The first expansion to
Age of
Empires III,
The WarChiefs, was released October 17,
2006. Most gameplay changes in the expansion pack were small, but
it introduced three new civilizations, with a focus on
Native Americans. Most
notable was the introduction of the
WarChief unit.
The second expansion,
The Asian Dynasties, went on sale
October 23, 2007. It was a jointly developed product;
Big Huge Games helped Ensemble Studios
develop the game, with
Brian Reynolds
joining
Bruce Shelley as lead
designer. The game expanded the
Age of Empires III
universe into Asia, and introduced three new civilizations.
Reception towards
Age of Empires III was mixed;
Game Revolution described it as "about as
much fun" as a history textbook, while
GameZone argued it was "one of the best looking
games, much less an RTS game, that is out on the market currently".
It sold more than two million copies, and won the
GameSpy "real-time strategy game of the year" award.
The WarChiefs failed to equal the success of its
predecessor; it had a lower score on both Game Rankings and
Metacritic —
The Asian Dynasties lower still — with
80%.
Several
collectors' editions of
Age of Empires III included a
hardcover artbook. The last
page of the artbook has a pictorial depiction of the series; the
Roman numerals below each panel range
from I to V, indicating the series would include an
Age of
Empires IV and
Age of Empires V. Ensemble Studios
employee
Sandy Petersen said the
image "was total speculation on [their] part."
In 2008, Microsoft announced they were closing down Ensemble
Studios following the completion of
Halo Wars. Some of its
employees would form a new team as part of
Microsoft Game Studios. Kevin
Unangst, director of
Games for
Windows, denied it was the end of the
Age of Empires
series, telling
The San
Francisco Chronicle "we're very excited about the future
potential for
Age of Empires".
Edge confirmed, in an interview with
Microsoft's corporate vice president of interactive entertainment,
Shane Kim, that Microsoft continued to own
Age of Empires
and that they had plans to continue the series. However, Bruce
Shelley wrote in his blog that he would not be part of any new
studios formed.
Spin-off games
Age of Mythology focused on mythology rather than history.
It shared several elements of gameplay with the main series, and
was considered a part of the series, despite its different focus.
The campaign in
Age of Mythology tells the story of an
Atlantean,
Arkantos, and his quest to find why his people are
out of favor with
Poseidon. Microsoft
published the game on October 30, 2002, and its expansion,
The
Titans, on October 21, 2003.
The Titans featured the
Atlanteans as a new civilization. Its campaign is shorter than
previous expansions, and centers on
Kastor,
son of Arkantos, who falls for the lies of the
titans and frees them from
Tartarus.
Age of Mythology sold more than
one million units in four months. It scored 89% on Game Rankings
and Metacritic.
The Titans failed to equal the sales
success of
Age of Mythology, although critics rated it
highly.
Backbone Entertainment
developed
Age of
Empires: The Age of Kings as a
turn-based game for the
Nintendo DS.
Majesco
published the game on February 14, 2006. It is similar to other
turn-based games, such as
Advance
Wars, but with a gameplay based on its
PC counterpart.
Age of
Empires: The Age of Kings scored 80% on Game Rankings and
Metacritic.
Konami brought a game of the same
title to the
PlayStation 2 around five
years earlier than the DS version, but the game had little
promotion, and sold poorly.
Development
Historical elements
The
development phases of the
Age of Empires games were similar in several ways. Due to
the games being based on historical events, the team often had to
do large amounts of research. However, the research was not in
depth; it "was not ... a good idea for most entertainment
products" according to
Age of Empires designer
Bruce Shelley. Shelley also said that Ensemble
Studios took most of the reference material from children's
sections at
libraries. He pointed out the
goal was for the players of the game to have fun, "not [its]
designers or researchers." At the
Games Convention Developers Conference in 2007, Shelley
continued with this thought and explained that the success of the
series laid in "making a game which appealed to both the casual and
hardcore gamer." Shelley also remarked the
Age of Empires
games were not about history in itself, but rather "about the human
experience;" they focused not simply on what humans had done but on
what they could do in the future such as "going into space."
Ensemble Studios developed
Age of Mythology in a different
way than the previous two games. The team had worried they
"couldn't get away" with a third historical-based game, and chose
mythology as the setting after they had discussed several
options.
Artificial intelligence
The
artificial intelligence
(AI) used in the
Age of Empires series has been developed
and improved regularly by designers. AI specialist Dave Pottinger
noted the development team gave the AI in the original game a very
high priority, and spent over a year working on it. He said the AI
in the game relies on tactics and strategies to win, instead of
"cheating" by giving bonus resources to itself, or tweaking its
units to be stronger than normal. Pottinger later noted that the
Age of Empires series team took great pride in their AI
playing a "fair game". They also gave the AI for
The
Conquerors a high priority, the result being the "smart
villager" feature, which was highly popular in subsequent games of
the series. After building a structure that stores or produces
resources, smart villagers would proceed to collect resources
related to the structure, such as crops from farms or
ore from stones.
The Titans lets players use an
AI
debugger when creating custom scenarios;
players can change the settings of computer players and make them
act according to certain patterns. More basic changes to the AI had
previously been available in the series' first two games.
Music
Stephen Rippy has been the series' music director since the first
game. He has had occasional help from his brother, David Rippy, as
well as Kevin McMullan. He created the original music in
Age of
Empires with sounds of instruments from the periods in the
game. These sounds came from actual instruments, and their
digital samples. The tunes were
the result of extensive research on the cultures, styles, and
instruments used. Rippy said sound development on
The Age of
Kings was easier, since there was knowledge of the instruments
used in the Middle Ages. Therefore, they were able to reproduce the
tunes for the soundtrack of the game. In
Age of Mythology,
an orchestral instrumentation was used, instead. According to
McMullan, the team also collected large numbers of audio recordings
from
zoos, and created "a massive sound library
of [their] own material." The music of
Age of Empires III
was similar to
The Age of Kings, in which the team used
more historical instruments; Rippy noted the team used instruments
such as "
bagpipes and field
drums" to give it a realistic feel.
Collaboration
Ensemble Studios worked together with
Big
Huge Games to develop
The Asian Dynasties,
Age of
Empires III s second expansion. This was the first joint
venture for both teams. The reason for them doing so was compatible
schedules: Ensemble Studios was busy with other
projects—particularly
Halo
Wars—while Big Huge Games' real-time strategy team had few
projects at that time. Big Huge Games did most of the work, but
Ensemble Studios designers Greg Street and
Sandy Petersen joined in the
brainstorming, and had control over the final
product. Both studios had roles in testing the game before its
release.
Reception and legacy
The
Age of Empires series has been a commercial success.
As of 2008, five of its games have each sold more than one million
copies. According to
Gamasutra,
Age of
Empires had sold more than three million copies, and
The
Rise of Rome sold one million copies as of 2000. Around the
same time, Microsoft announced that they shipped over two million
copies of
The Age of Kings. In 2003, Microsoft announced
the sales of one million copies for
Age of Mythology. By
2004—prior to the release of
Age of Empires III—the
Age of Empires franchise had sold over 15 million
copies. On May 18, 2007, Ensemble Studios announced that two
million copies of
Age of Empires III had been sold.Games
in the series have consistently scored highly on video game review
aggregator websites
Game Rankings and
Metacritic, which collect data from numerous
review websites. As noted in the table to the right, the highest
rating game is
Age of Empires II: The Age of Kings,
receiving a 92% score from both sites.
Critics have credited
Age of Empires for influencing
real-time strategy (RTS) games such as
Rise of Nations,
Empire Earth, and
Cossacks.
Star Wars: Galactic
Battlegrounds was also influenced by the series: it
utilized the
Genie game engine, as
Age of Empires and
Age of Empires II: The Age of Kings had, and was
considered by critics to be a very close replica to the games;
IGN began their review with the statement "I
love
Age of Star Wars, I mean
Star Empires.
Whatever it's called, I dig it." and
GameSpot wrote that "fundamentals of the
Age of
Empires II engine are so intact in
Star Wars: Galactic
Battlegrounds that veterans of that game can jump right in."
In October 2005, Shelley commented on the impact of the series. In
a
GameSpy interview, he explained that
parents would "tell
Ensemble
Studios that their kid is reading books about ancient Greece
because they enjoy playing with the
triremes
so much, or that they want to check out books about medieval
history because [the] game taught them what a
trebuchet was."
Shelley has said the key to the success of the games was its
innovation, rather than imitation of its peers. He also claimed the
unique elements in the games "helped establish the reputation of
Ensemble Studios as masters of the real-time strategy genre." Mark
Bozon of IGN wrote in his review of
The Age of Kings, "The
Age of Empires series has been one of the most innovative
real-time strategy games for PC in the last decade or so."
Gamenikki called Ensemble Studios "the developer that started it
all" when they talked about how much
Age of Empires III
had done to advance the real-time strategy genre. Shelley has
acknowledged the success and innovation of
Age of Empires
helped to ensure Ensemble survive its early periods since startup.
In 2005, Shelley complained of critics holding an "innovation bias"
against the series; citing the 60% score from
Computer Gaming World, he said
that despite
Age of Empires III being "perhaps the best
selling PC game in the world," reviewers expected "something really
new," and rated it harshly.
Bungie Studios chose Ensemble Studios
to develop
Halo Wars, which is an
RTS game in their
Halo
series. They said one of the reasons they chose to work with
Ensemble was because of the "awesometastic"
Age of Empires
series. They also noted that Ensemble was the perfect choice "to
realize the original vision of
Halo," which started life
as an RTS.
Notes
External links