The key A great historical game is to make sure that history does not spoil the game. Relic Entertainment knew from the beginning that Age of Empire 4 The Mongols had characteristics. They were clear lynchpin civilizations, both a sculptural force Age of Empire 2 And an iconic power in history, famous for their lightning-fast horse riders, an empire spanning nine million square miles from east to west, encompassing almost all of Relic’s sports world.
Or, to put it bluntly, “We were, okay, they all fought,” says Queen Duffy, the game’s director. “So now we can start figuring out who else can be included.”
Now the task was to turn 500 years of history into the “essence” of civilization: an abstraction that fits the rules of the game.
Some elements of history have been perfectly mapped. Odegai Khan, the third son of Genghis, expanded a huge yam network, an early pony express: post station where a horse or racer could rest when they sent a message across the empire. Relic’s team has rebuilt these into smaller stone circles: outposts that give units a speed bonus when they ping around players’ bases.
Other ideas were abandoned. Team speed-catching horses. Instead of the cartoonish turn-on-a-dime in previous games, in the new game, the horses will be realistic, with a full suite of animations, entering their targets at slow speeds and in circles. The game was not worth playing. “Everyone hated it,” said Adam Isgreen, Creative Director of World’s Edge franchise, collaborating with Relic on the game.
Finally, there were aspects that both Duffy and Isgreen acknowledged were only historical. The Mongols Age of Empire 4 Nomads: Their cities can be packed in wagons and moved across maps. In reality, Duffy said, although it may seem ‘authentic’, it is wrong: when the Mongols from the Genghis Khan era spread among his sons and grandsons, they settled, built cities and forts. “It’s always been an interesting battle,” he says. “We’re always fighting the effects of reality and the abstraction of that truth in gameplay.”