Age of Empires II: The Age of Kings - Development

Development

Prior to the completion of Age of Empires, Ensemble Studios had signed a contract with Microsoft for a sequel. The design team chose to set The Age of Kings in the Middle Ages as a logical progression from the ancient era setting of Age of Empires. The design team was conscious of attempting to capture the broad appeal of the first game without making the game's design too similar. Nonetheless, they attempted to appeal to the vast demographic who played Age of Empires.

The Age of Kings's design team intended to complete the game within a year by using code from the original and reusing the Genie game engine. Several months into the process they found they would not be able to complete a game of the quality they sought in that time. Ensemble Studios informed Microsoft they would need another year and instead created Age of Empires: The Rise of Rome, an easily-developed expansion pack of Age of Empires, as a compromise which could be released for Christmas 1998. To help meet the next year's deadline, additional programmers, artists, and designers were employed.

The original Age of Empires had been criticized for its artificial intelligence (AI). Because the original AI did not "cheat" by attributing itself extra resources or using other techniques the human player could not, it was easier to defeat than in many other real-time strategy games. For The Age of Kings, Ensemble Studios attempted to develop a more powerful AI system that did not compromise by cheating. Industry veteran Mario Grimani led Ensemble Studios in the creation of the new system. At the Standard setting, the AI does not cheat. However, at the higher levels, moderate, hard, and hardest, it gives itself free resources at various times.

To overcome another significant objection to Age of Empires—that of path finding—the team completely redesigned the game engine's movement system.

The team was less successful in resolving other issues; programmer Matt Pritchard complained following the release of Age of Empires that there was still no process by which patches could be issued. Extensive cheating in multiplayer games of Age of Empires came as a result of several bugs in the game, which resulted in Microsoft promising Ensemble Studios there would be a patch process for The Age of Kings. On release, there were several bugs that needed immediate attention, but the patch process was not yet ready. The first patch was released 11 months later.

Ensemble Studios developed a new terrain system for The Age of Kings, with 3D presentation capabilities that were vastly superior to those of Age of Empires. Pritchard noted an improvement in the team's artistic abilities following their work on the past two games, and he is noted as saying that "AoK became a showcase for their improved talent". However, he complained about the lack of an art asset management tool, while other departments gained new tools and automated procedures to assist in design and play testing.

The Age of Kings saw the introduction of a triggers system for its scenario editor. The triggers allow messages to be displayed, or actions to take place, based on pre-set criteria or "events". The scenario editor was also improved by the new AI system. The AI and trigger systems interacted regularly in the single player campaigns.

The soundtrack for The Age of Kings was directed by Stephen Rippy, who has since taken that role for all games in the Age of Empires series. Music for the game was split into two categories. For "in game" music, Rippy's team took musical elements from a variety of cultures and combined them to create a mixed sound. "Pre-game" music was designed to be unique to the civilization in question. Campaigns based on historical figures would include "a theme that will at least be rooted in culture".

Age of Empires II: The Age of Kings in-game music
  1. Shamburger (3:25)
  2. I Will Beat On Your Behind (2:58)
  3. Drizzle (Firelight Smoove Mix) (2:40)
  4. Machina del Diablo (3:00)
  5. T Station (3:13)
  6. Bass Bag (3:10)
  7. Ride, Lawrence, Ride! (2:53)
  8. Smells Like Crickets, Tastes Like Chicken (3:01)
  9. Operation: Monkey (3:26)
  10. Tazer (2:55)

A demo of The Age of Kings was released on October 16, 1999. It featured the learning campaign, a sample of a random map game, and the ability to play via the MSN Gaming Zone. Much to Ensemble Studios' disappointment, numerous incomplete versions of the game were leaked. These were picked up by warez sites, and sold illegally throughout the Pacific Rim; warez versions of the game were even sold outside Microsoft's offices in Korea.

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