The key to a great play to ensure that history does not disrupt the game. Relic Entertainment knew, from the beginning, that Age of Empires 4 had to show the Mongols. They were a well-known development of lynchpin, both were a well-known group in Age of Empires 2 and well-known in history, best known for their cavalry, with a kingdom of nine million miles, from East to West, including almost all Relic games.
Or, to put it bluntly, “We were like, Well, well, they beat everyone,” says Quinn Duffy, the game’s director. “That’s why we can begin to know who to include.”
The task was now to reduce 500 years of history into the “essential element” of development: a mythological term designed to conform to the rules of the game.
Some historical events were well documented. Odegai Khan, Ghengis’ third child, developed the main network Yam, a pony start-up program: a resting place where a horse or runner can relax while giving a message throughout the area. The team at Relic also focused on small stone lines: outlets that give bonus units faster as they move around the player.
Some ideas were left out. Horses seized by a group. Instead of turning the cartoon into the animals that were drawn in previous games, the new ones, horses can be real, with hand-drawn animations, slowing down and tying around their target. The game was non-playing. “Everyone hated it,” said Adam Isgreen, director of director at World’s Edge, who co-founded the Relic at the game.
Finally, there were things that both Duffy and Isgreen agree with that are fantasy. The Mongols in Age of Empires 4 and nomadic: their towns can be transported by cart and relocated across the map. Of course, says Duffy, although this may seem ‘true’, it is not true: as the Mongols spread from Ghengis Khan’s time to his children and grandchildren, he settled down, and built cities and fortifications. He states: “It was a wonderful war. “We’re always dealing with local issues and proving that this really happened during the game.”