Age of Empires Online interview: Tech trees and civ customization

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In part one of our interview with Gas Powered Games , we heard all about the changes to Age of Empires Online's free-to-play model. In part two, the guys give us the lowdown on mechanical changes coming in the summer update, including a tech tree revamp. Read on!

PCG: The tooltip for one of the Factory Techs on the site (Conditioning) appears to be a new upgrade option. Are you changing/adding/removing a lot of the tech as a part of this process on top of moving things around?

EW: At a minimum, almost every upgrade that had a generic name has been renamed to technology that existed in history. This kind of flavor is important to us as it ties the whole world together.

As for gameplay changes, we definitely removed and condensed some of the upgrades that were uninteresting. We're focused on providing quality instead of quantity. Technology upgrades should be compelling and meaningful, and we think we've done a pretty good job of emphasizing that.

A perfect example of this: the new Champion upgrades. These are upgrades that greatly alter one specific unit, further emphasizing its role or making up for a weakness. If you or your opponent gets a Champion upgrade, you're going to notice.

PCG: Are you worried about upsetting the balance by changing too much at once? If you're only changing a few key areas, what are the things that you felt needed fixing/balancing?

EW: No, not at all. We have a talented playbalance team that helps make sure nothing gets too out of line. They're our first line of defense. On top of that, we've actually been working on these changes for a while—since December, in fact—so we think we have a pretty good idea of where things stand. I'm sure the community will still find something we missed and we'll have to react, they always do, but that's just how balance goes.

Fortunately, we addressed a lot of the major issues we wanted (like reducing the effectiveness of snare), which means now we can make smaller adjustments over time to get things in line.

BF: Quest content has very different balancing requirements. There's always the concern that quest difficulty may go up or down slightly when changes like this are made. After committing to the new tech tree back in December, we knew pretty quickly that players who were quick to master new units and tech upgrades would find more of our quest content too easy compared to before. We also knew that things like Siege being available earlier would change the core experience. And frankly, the AI needed to be updated across the board to take advantage of the new tech tree and to fix bugs.

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