Age of Empires Online Review

Age of Empires Online
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The current release of `Age of Empires Online' (AOE Online) is a distant shadow of a once stellar gaming platform. That being said, here's to the hope that future patch releases will implement many of the items which should have been in the 2011 game at its original August release. A brief history of the AOE franchise up to and including the new AOE Online release follows:
The 'Age Of' History [AOE]:
Original Developer: Ensemble Studios [ES] with AOE I originally released in 1997The original game components of both the AOE I and AOE II series (both 2D games) were based upon Real Time Strategy (RTS) game play for both individual and team play with games ranging from 1v1 players to 4v4 players. Multiple player games could be played with teams (i.e. friends) or random players with a variety of settings from which to choose. At the release of AOE I, Ensemble Studios hoped that it could eventually cover a significant expanse of human history through four equally broad releases (including expansion packs) generally to be titled AOE I, II, III, and IV.
The first two "Age Of" releases (AOE I & AOE II) were considered by many as the pinnacle of Real Time Strategy though some would include the original StarCraft in this list. Other titles of note during the 1990's and early 2000's included the original `Westwood Studios `Red Alert' Command & Conquer platform as well as the original `Blizzard Entertainment' World of WarCraft RTS titles (not the same game as the current `WOW' massive multi-player on-line game of today).
In May 2001, Ensemble Studios was purchased by Microsoft; one of many gaming industry roll-ups. After the successful release of AOE I and AOE II, Microsoft/Ensemble Studios took the AOE franchise in a different direction by serving as the developer of a November 2001 Star Wars title (Galactic Battlegrounds-basically AOE II with different skins) and then as developer of their October 2002 `Age of Myths' title. Age of Myths represented a departure; a gambit from the AOE series. Basically since the `Age of Myths' game was not part of the AOE storyline, it allowed ES to be more experimental. `Age of Myths' continued to represent a finished and polished game at `game release'. This was soon to change...
Age of Empires III was released in October 2005 as a 3D game while the focus of the AOE series had clearly shifted. The game was not released as a `polished' product and instead was missing a number of items (such as the ability to 'change' hotkeys) which were then added later as `patches' to the game. The thrust of AOE III went in an entirely different direction to the point that the original 'ES' lead designer (Bruce Shelley) stated in a February 2011 (Eurogamer) interview that Ensemble Studios had approached Microsoft and asked Microsoft to take the Age of Empires brand off of the game prior to release. This did not happen. Ultimately Microsoft shut down Ensemble Studios and disbanded operations in 2009. Age of Empires Online:
Microsoft eventually dusted off the AOE title and entered game production with `Robot Entertainment' who served as the game developer. On the plus side, `Robot entertainment' had a number of the game designers from the original `Age of Series'. The `Robot Entertainment' designers also seemed intent on taking the game back to the original roots of AOE I and II from a `game-play' perspective. AOE Online also interfaced with a modified `leveling/questing' platform in order to appeal to current `Civilization' and/or `World of WarCraft' type players who enjoy leveling up a player, or in the case of AOE Online, an entire civilization.
Unfortunately during the latter stages of production `Robot Entertainment' was replaced with `Gas Powered Games' (`true reasons' undisclosed) who came into the show quite late in the game and with none of the previous AOE developer experience associated with the crew at Robot Entertainment. It's not that `GPG' has done a poor job; they simply came in hampered with the above stated issues as well as being saddled with having to appease a corporate conglomerate (Microsoft). August 16, 2011 release of `Age of Empires Online' (AOE Online):
The current release of `AOE Online' lacks the sophistication, polish, and in-game enhancements to which AOE players have become accustomed. The list of `missing' elements is notably long while hopefully most will be addressed in future `patches' or `add-ons'. However, that will be determined by the eventual success or failure of the enterprise from a revenue perspective.
More specifically, there are certain key items which this RTS game must have; especially when the AOE series has historically provided them in the prior games. For example, basic game play requirements for the original AOE series included the ability to have `set team' games as well as 3v3 and 4v4 multi-player `random team' or `set team' games. The original series also provided a copious number of `in-game' settings (map size, pop. size, etc.) all of which have gone missing from the `AOE Online' release. Today's `AOE Online' game offers a player vs. player skeletal structure of just 1v1 and 2v2 (no 3v3 or 4v4) but no `real' ability to have set teams in 2v2. I say no `real' ability because you can set up an `arena' game with a teammate but you then have to do all the work in the `chat' window to try to find people to play with you. Compound this with finding players of an appropriate `level' or `skill-set' and you will find yourself pulling your hair out by the roots.
The reality is that the current platform is designed solely for 1v1 or 2v2 `random player' games which limit your ability to get to know people, become friends, or join guilds. Ironically there are still 4 levels within the game; yet with the average 1v1 game, you won't be seeing level 4 (Golden Age) too often. Microsoft (the owner) and Gas Powered Games (the replacement developer) have stated how `difficult' it is to instate (or rather re-instate) true `team play' plus 3v3 and 4v4 random and team games into the current platform. And yet, the original games (as well as long-time AOE players' expectations) call for exactly that...at a minimum. Microsoft/Gas Powered Games have `implied' that they will eventually get around to true `team games' as well as 3v3 and 4v4, but that could mean anything from:
1)If we get enough people to buy the game to justify the cost vs. return,
2)If we get enough people to buy the add-ons to justify the cost vs. return,
3)It's on the drawing board and we'll get to it eventually (the key word is `eventually').Game Play:
Regarding game play, the game was launched with the ability to `purchase' (individually or together) up to two civilizations (Greek and Egyptian) while two more civs (Persian and Celts) can be purchased in the near future. In this case, the developers have stated that the two new civs are `coming soon' so it is clear that this is what they are currently working on (as compared to working on the team play and 3v3 or 4v4 options). This development choice (new civs) raises cash in the short term. Hopefully Microsoft will recognize that the second choice (3v3, 4v4, teams etc.) keeps players playing and playing for a long long time.
The combination of `leveling' and `questing' (ala WOW or Guild Wars) within a `Real Time Strategy' (player vs. player) game is somewhat interesting though the quests can only be so `varied' given the RTS nature of the game coupled with the allocated size of the server platform. Still it is refreshing to have a change of pace from player vs. player gaming and the `leveling/questing' aspect of the game provides a welcome advancement of this game. Plus you can focus on getting better gear depending upon how serious of a gamer you are. I do like the fact that you have to `level up' each purchased civilization. On one hand it's a `time-sink' to do so; but for those who enjoy leveling games, it's at least something to do if you aren't into 1v1 or random 2v2 or have grown bored with that aspect of the game.
Another plus is the use of the current on-line gaming platform which helps to eliminate the cheating which was rampant in the older title AOE games. In the original AOE games, Ensemble Studios rarely `patched' games and never seemed to have a perfect solution for the cheaters/hackers whereas the current Microsoft platform seems to deal with that issue quite nicely. Summary:
In its current state, the game will appeal to 1v1 random players and to a lesser extent to players who like leveling/questing/home city building. As the game sits today, it has eliminated the players who expect 3v3, 4v4, team play and the ability to customize the in-game team experience. Those who grow bored quickly with longer games will find `AOE Online' appealing as the typical 1v1 game is decided very quickly. Whether the fate of this game is also to be decided quickly will be determined by whether or not Microsoft `patches in' all of the other missing elements pertaining to this once proud historical game of the ages.


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The award-winning, best-selling Real Time Strategy game is moving online. Build mighty empires, manage resources, and battle with or against other players in epic historical settings. Craft and trade items, chat, and level up by completing quests. Plus, earn rewards for your efforts: new units, weapons, armor, andskills. And that's just the beginning of this rich new experience.

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