We’ve focused on giving the players a deeper tactical experience, while still making it accessible on a mobile device. How have you differentiated the game from Clash of Clans and its many copycats? In order to do this, we couldn’t just port the existing gameplay to mobile, we had to reimagine it. We also wanted to reach a broader audience that included new comers to the franchise. Streamlining the combat towards asynchronous play made the most sense. Successful combat games require good matchmaking, and synchronous gameplay limited these matchmaking options. The previous versions of the game were heavily focused on synchronous multiplayer gameplay, and we knew that would not work on the “pick up and play” style of the mobile gamer. We wanted to keep the integrity of the franchise as much as we could, but the existing gameplay was simply not mobile-friendly. Why not port the existing gameplay to mobile? These features provide depth to the strategy necessary to do well in the game, and they give players an array of tactical choices you just don’t see in other games in the genre. In order to do this, it was important to allow for full control of all units at all times, and to provide controllable heroes. However, the most important element for us to keep when developing the game was the core elements of RTS combat. It was also important to us to provide the proper historical research, ensuring accuracy in the game. This included the civilization choices, units, and age system of advancement for players. What did you want to keep the same from the previous entries in the series and what did you want to change?As fans of Age of Empires ourselves, we wanted to keep as much of the core elements of the franchise as we could in the translation. For the features that wouldn’t translate as easily, we looked at some way to bring cohesion to the features so the essence of the Age of Empires game wasn’t lost in the translation. It was clear to us that mobile play patterns were different from PC/Console and synchronous play, as seen in previous versions, just wouldn’t be an effective feature.Īn asynchronous style of combat was essential to align with the play patterns of mobile gamers, and we developed a deep strategic experience around this feature. To start, we had to consider the framework for a mobile game: touch controls, smaller screens and time spent in play sessions. We started by looking at the platforms and what types of features we felt would easily translate to mobile. Our studio really enjoyed the opportunity to translate such an established franchise to a mobile platform. How did you translate Age of Empires to a mobile-friendly structure? Where did you start?
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