Here's a clip:
MP: You've heard the axiom, "if it ain't broke, don't fix it." Could you discuss some of the challenges involved in creating a new incarnation of Age of Empires without losing the essence of what makes Age of Empires so successful?
GTS: That’s just it: we are fundamentally making a sequel here, and like any sequel, you have to offer something new without losing the essence of what players like about your game. I think our time period helped us here, because starting on an unknown map with just a few people totally makes sense in a game about colonization. It would be harder to portray say France in 1900 the same way. “Here’s Paris. You have a Town Center and 3 Villagers.” It just doesn’t make sense.
Our visual look also plays into this. We like to say that the sun is always shining in Age of Empires. We didn’t change the visual style of the game even as we evolved the features and even the looks quite a bit.
For the rest of the interview, simply hit the link below.GTS: That’s just it: we are fundamentally making a sequel here, and like any sequel, you have to offer something new without losing the essence of what players like about your game. I think our time period helped us here, because starting on an unknown map with just a few people totally makes sense in a game about colonization. It would be harder to portray say France in 1900 the same way. “Here’s Paris. You have a Town Center and 3 Villagers.” It just doesn’t make sense.
Our visual look also plays into this. We like to say that the sun is always shining in Age of Empires. We didn’t change the visual style of the game even as we evolved the features and even the looks quite a bit.
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