over 1 year
ago -
Age of Empires
-
Direct link
Transcript (by Youtube)
1s | [XBOX WHOOSH] |
---|---|
8s | >> Welcome to World's Edge, home to the beloved Age of Empires franchise. |
12s | We've been on a journey to continue the legacy of |
14s | creating world-class Real-Time Strategy games that started |
17s | over 25 years ago. |
18s | >> That legacy is all thanks to you, the fans. |
21s | >> You inspire us to develop new ideas and evolve our games. |
25s | >> In 2021 we partnered with the award-winning studio |
27s | Relic Entertainment, to push the franchise into a new era |
31s | with our latest title, Age of Empires IV. |
33s | >> It was a global event that heralded a new chapter of storytelling and strategy. |
37s | >> Age of Empires IV humanizes the compelling stories from that historical |
42s | time and presents a new perspective through engaging gameplay. |
46s | >> It challenges you to make history your story. |
48s | >> And what better way to do that than with a trebuchet? |
51s | [WHOOSH] |
52s | >> Did you hear that whoosh? |
54s | >> In the first year of Age of Empires IV |
56s | we added new civilizations, new seasons, and features that |
60s | fans were very excited about. |
62s | >>But there was always something else that fans wanted. |
65s | >> We kept hearing the same thing over and over. |
67s | >> "When are you bringing it to Xbox?" |
70s | >>We're so excited that, finally, all the content in |
72s | in Age of Empires IV is now available on the Xbox consoles. |
75s | >> But figuring out how to make it for a console audience |
78s | was easier said than done. |
84s | >> It was impossible to go to any social media platform where the |
87s | Age of Empires account was posting and not see a comment underneath |
92s | saying "When is it coming to Xbox?" |
93s | >> We knew it was important, especially from the perspective of |
96s | being able to bring RTS and Age to as many people as possible. |
100s | >> We had been talking about it for a long, long time, but it |
103s | always came back down to that key factor of |
106s | getting RTS from PC and mouse onto a controller. |
111s | You get the defensive stance like, "You can't do this!" |
114s | Well, why do you feel that way? "Well, I'm gonna have to move |
117s | a fake mouse around." OK, we're not doing that. |
119s | A controller is a drive mechanism. You're driving a character, |
122s | you're driving a viewpoint. |
124s | You are driving something through an environment. |
127s | How do we make that work? How do we find a solution? |
129s | We have these ideas, but we can't build the game internally. |
131s | We're only like- we're not a huge RTS studio. |
134s | But we'd love to go look for partners. |
136s | And the first team on our list that we wanted to talk to |
138s | was Relic Entertainment about doing Age of Empires IV. |
140s | >> Relic has been making RTS games for 25 years and Age of Empires |
145s | has always been a reference point. |
147s | >> It's truly is a global effort between so many different teams. |
150s | Climax, Forgotten Empires, Relic, and World's Edge. |
153s | >> World's Edge brought in Climax Studios in the UK, |
157s | who had a background in console games. |
160s | >> Climax Studios is a real powerhouse when it comes to |
163s | user interface elements. |
165s | >> And we felt that they could bring a unique perspective |
168s | to building out the control scheme. |
170s | >> There was a port once upon a time. In 2001. |
173s | I played it and I hated it. I hated everything about it. |
175s | So, we have a history, even within our own franchise, |
178s | how not to do a port. |
180s | >> If we were forced to port it, we probably never |
182s | would have done it. |
183s | >> Our challenge was we're bringing in Age IV, which has |
186s | some extra complexities over Age II. |
189s | How are we going to make that work? |
191s | What we found is we could actually use that framework |
194s | to bring the game into it's own. |
197s | >> This game is basically a redesign from the ground, up. |
201s | >> Age of Empires IV is a different engine. |
203s | It wasn't just a case of doing what Age II did. We had to |
207s | build it all from the ground, up. |
209s | >> You have players sitting in a living room, away from |
212s | the TV. We have to reconsider all the UI menus and all |
216s | the in-game HUDs to make sure they are as |
219s | legible, as high contrast as possible. |
221s | >> The whole development team knew that micro-managing |
225s | individual villagers was going to be difficult on console. |
230s | >> We have introduced a lot of automation systems. |
233s | >> All of us as game designers and game creators are always |
235s | seeking that next thing. Like, how do we evolve the experience? |
238s | How do we move it forward? |
240s | >> There are two that really stand out. |
241s | The first one is called the "Villager Priority System". |
244s | >> The Villager Priority System is something we came up with |
246s | in Age II because we were after that idea of, like, "OK, how do we |
249s | stop the console player from having to do this insane amount of |
253s | micro-management of their villagers?" |
255s | Based on a pie chart, you can say 50% of my people are |
258s | going to go work on wood. And 25% are going to work |
262s | on food, and the rest are going to go work on gold. |
264s | And they'll just start working on them. |
266s | Now, if you want to change, we've added all these cool |
268s | settings for mid-game, early-game, Wood Rush... |
271s | >> ...that were designed by our pro players. |
273s | So these presets are not just something that were slapped together. |
276s | >> Or you can turn it off and do everything manually. |
277s | It's up to you. |
278s | >> We also have the "Site Menu System". |
281s | >> It allows you to quickly issue a command contextually on the ground. |
284s | >> It's context sensitive. So it'll bring up the right |
287s | structure that you can build at that spot. |
289s | In Age you were always relocated to having to select a villager, |
292s | bring up the build menu, click the item that you want, |
294s | and then drop that build foundation on the battlefield. |
297s | Now, with the SMS, you don't have to do that anymore. |
299s | You can literally pan the camera over to a spot, |
301s | bring up your production radial, drop a build foundation there, |
304s | and a villager will automatically be selected to start |
307s | the build process on that particular foundation. |
311s | >> The magic to the radial menu is that it allows you to do |
315s | many things at the same time. |
317s | With the console version of Age of Empires IV, |
319s | we also added a new "Find Menu" feature. |
322s | This is a unique radial menu that allows you to quickly |
326s | find and locate units or buildings or a collection of buildings |
330s | in the midst of battle. |
331s | >> Those were the primary things. The minute we had them working |
335s | we were like "Those are in the Age IV console." |
336s | >> And we often joke between the designers that |
339s | some of us even prefer to play on the controller now, because |
343s | it is so good. |
345s | >> This was something bigger than a port. This was something |
347s | that we had to approach the way that one would approach |
351s | starting out a project from scratch. |
352s | >> Age of Empires IV on controller is a new experience. |
356s | Because of that we knew we needed to design a new entry point. |
360s | >> When we're making tutorials one of the things that we always |
362s | try to do is figure out a way to make them not "Now do this. |
365s | Now click on this." How do we build it into the experience? |
368s | [GAME NARRATOR] He first needed to get a lay of the land. |
371s | >> The "Rise of King" tutorial is |
373s | a completely new story within Age of Empires IV. |
377s | >> For a whole new audience we wanted to bring them |
380s | through an experience that was a great storytelling experience... |
384s | [GAME NARRATOR] A collection of large rocks caught |
387s | Guillaume's eye. |
388s | Wary of hidden threats, he decided to investigate. |
391s | >> ...but also introduce mechanics to them in a progressive way |
395s | in which they could learn from it. |
397s | >> We definitely ran into things where we realized that some |
400s | of the ways that we were building graphics and units were not |
405s | as optimized as they needed to be for something like a console |
407s | to run really smoothly. |
409s | There were things there that actually ended up improving |
410s | the PC game as well. |
412s | >> I really hope that when we bring all these new console players |
416s | into Age of Empires IV for the very first time |
418s | that they get to share that enjoyment and everything that we love |
422s | about the game with their friends and families. |
425s | Much like I did with my dad when I was growing up. |
428s | That comunity is so special to me. I met my wife |
431s | playing Age of Empires. |
433s | Maybe when we have children they'll play Age of Empires too. |
437s | >> My favorite thing about Age of Empires is the |
439s | diverse civilizations that are represented. |
442s | Even the language is representative of the civilizations for that time period. |
447s | That dialog grows, or changes, as the civilization Ages up and |
451s | the time periods change. |
452s | I've worked in the RTS genre for over 29 years. |
455s | I'm very genuine in saying that I actually prefer to play |
458s | RTS games now with a console. |
460s | >> You get all of the campaigns, all of our civilizations... |
463s | >> And most importantly: mods. |
465s | Mods will be supported at launch day. |
467s | >> Age of Empires IV is available now on Xbox consoles and cloud. |
471s | >> We took great care and attention bring this game to console players |
474s | and we hope you're as excited to play it as we are to share it with you. |
477s | >> There's never been a better time to pick up a controller and start |
481s | making history. |
482s | >> We're see you on the battlefield. |
494s | [XBOX WHOOSH] |