Interview with 2 CaptureAge devs

    Hey guys, Spirit of the Law here. In this video, 
    I was lucky enough to have the opportunity to chat   with a couple of the devs from the Chronicles 
    Alexander DLC, which is officially out as of yesterday. Now, I admittedly don’t do a lot of 
    interviews, but the whole Chronicles project   in particular is one I’m a huge fan of, as I think 
    the game benefits a lot from single player focused content, as well as the fact it’s a great example 
    of a community-led project that originated with   the Rome at War mod. Some of you may remember 
    from a video a few years back. In this video, I had a great discussion with the original 
    creator of the Rome at War mod, Roger Troup,   who is now the lead producer at Capture Age, 
    as well as the narrative lead at Capture Age, and Oxford educated ancient historian, Dr. Ben 
    Angel. Hope you guys enjoy. So, first off, guys, I just want to thank you for carving out a bit of 
    time to chat. I know this is a very busy time for   you, I’m sure. And maybe the best way to start 
    is first by letting everyone know who you are and what you both do at Chronicles. And maybe 
    Roger, we’ll start with you. Uh, yeah. Well,   thanks for having us, Spirit. I’m Roger Troop. 
    I’m the lead producer here at Capture Age, overseeing production for the Chronicles series 
    and the latest edition, Alexander the Great, which   uh is about to release. Great. And Ben? I’m Ben 
    Angel and I’m the narrative lead at Capture Age. I suppose narrative design means something entirely 
    different at every different video game studio in   the industry. So I kind of do all the things that 
    you might expect a writer narrative designer to do with, uh, story, characters, writing the script, 
    casting, directing, voice actors, but I’m also involved in level design and game design generally 
    and suppose I’m the de facto historical consultant for the studio. Cool. How many guys are working on 
    this team? I guess guys and gals, how many how big is this team? I you know there’s there’s multiple 
    projects we’re working on but the Chronicle series of roughly about 30 people working on it. Oh wow 
    that’s more than I thought. Okay. actually maybe a good place to start here next is let’s talk about 
    the origins of the whole Chronicles project and uh maybe how each of you got involved into it and 
    how it’s evolved over that time. I particularly   like this story as I have a minor role to play 
    in it and uh yeah maybe Roger if you can tell us about kind of the origins of this. Yeah, sure. 
    I mean it it really started all in community. I was actually poking around in the forums when uh 
    Age of Empires 2 Definitive Edition dropped and uh I I fell back in love with the games the 
    game from my childhood and I was poking around, saw another mod project going on, and it sort of 
    fizzled out, but I learned some things from those   guys and and figured out how to port Age of Age 
    of Empires 1 definitive edition graphics into into the game. And uh, yeah, it it got me thinking 
    it would be cool to uh to do a conversion mod, something set in antiquity based on Rome. And 
    uh I started out just kind of myself trying to port graphics and uh before long I I found out I 
    I couldn’t do all of that. And so I actually hired an artist on CG Trader and I got them to start 
    making units for me. And uh I kept posting the content within the forums to just get attention 
    and hopefully solicit, you know, some uh some designers to help with the effort. And uh we kind 
    of just kept tinkering away there and eventually you know I got enough content out there that a 
    few other folks uh decided to join the effort and before long I pulled them all into a discord and 
    it was a bunch of you know indiv uh international hobbyists you know spread across the world just 
    uh tinkering here and innovating on civ designs and building assets for the game. And uh a few 
    folks started to take notice as we were doing our play test. They were posting in the forums and 
    uh a nice guy by the name of Spirit of the Law uh offered to showcase our our mod and did and uh 
    that went up on YouTube. A few people noticed and uh yeah, so that got featured uh a few years back 
    uh on on your YouTube channel. folks took notice and uh before long we were in touch with World’s 
    Edge, Xbox studios and they asked us uh if we’d be willing to consider professionalizing it and uh 
    you know we as we were kind of evaluating those options we got put in touch with Capture Age which 
    uh they themselves were a you know from community they had created a a a spectator tool and you 
    know they had all the dev talent and We had the content pipeline and the idea and so we decided to 
    partner and figure out how to uh develop content professionally for Age of Empires 2. Ben, do you 
    mind telling me how you got involved in this as the sort of historical consultant slash lots 
    of different jobs guy? Yeah. I guess they got all of that together and then it was decided that 
    there was going to be a single player focus. So, they needed some campaigns. So, the job went 
    up for the narrative designer. At the time, I was working as a writer at Ubisoft on the Ano 
    series,, Ano 1800 and the upcoming Ano 1117, another game set in the ancient world. That’s 
    very much my niche. prior to that, I had been in academia all my life. I did a master’s degree 
    and a PhD in ancient history at the University of Oxford. And I had been, like Roger, a lifelong 
    Age of Empires fan. playing the original Age of Empires at sort of about age of six was really my 
    first video game experience. Age of Empires 2 has always been my go-to favorite video game of all 
    time. And so, it was always an ambition of mine to work on the series. And when that job came 
    up, yeah, it’s it’s just an incredible privilege uh to have the opportunity to work on it. So I 
    came in, we had Athenians, Spartans and Aayanids, and I was told, “Right, make some campaign content 
    out of that.” Then so it was a wonderful sort of blank slate. a really amazing creative time where 
    we could kind of think things are fresh because it was a brand new project. We could do things in 
    a slightly different way for how they’d already   been done in the Age of Empires franchise. So 
    we started to come up with our wish list which inevitably had to be paired down but there were 
    many things that we were able to achieve like with   the animated cutscenes the very different approach 
    to campaign structure and narrative delivery etc. so yeah I joined in April 2023 more than two and 
    a half years ago now and yeah the rest is history. Can you tell us a bit more about that process 
    of researching and synthesizing so much history   into a cohesive narrative? It just feels like it 
    would be hard to even know where to start. Well, it all begins with me going over to my bookshelf 
    over there and taking down a bunch of sources on the ancient world. So, it always starts with 
    the primary sources with the ancient authors   themselves. obviously I’m largely familiar with 
    them already because of my academic background. So, I’ll troll through those and come up with 
    a general shape for the story for the DLC and also pick out a set of levels that we can use to 
    convey that story. events that ideally have some promising gameplay potential in the context 
    of Age of Empires. So, I’ll turn those into a set of concept pages for the levels, uh, with all 
    the sources there, but also a historical overview that’s a bit shorter. And from there, we’ll work 
    and brainstorm as a whole level design team, and really come up with what’s the core concept 
    for each scenario, what’s the core mechanic, how do we represent history through the game play. 
    We come up with a pitch for each scenario that we’re all really happy with and then that’s given 
    to the individual level designer who’s actually   going to implement it in engine. And uh they hash 
    out all of the grizzly details. and then we start implementing to various stages testing all the way 
    through. And perhaps Roger maybe you can talk a bit about how we test and validate our designs 
    once we start making them. Yeah absolutely. I mean, you know, as Ben talks about, we, you know, 
    we figure out what the story is, the narrative,   the what’s the narrative arc we want to cover, and 
    then as we get through outline, we have our series of production gates we try to, we try to walk 
    through, whether that’s alpha, beta, and then   kind of like a polish phase. And so, you know, as 
    we go through each one of those gates, you know, we’re really trying to get kind of we’re trying to 
    really lock down some of the the the designs, like   what’s the core mechanic we want to introduce? How 
    does this fit into the overall narrative arc? And you know, as we get through farther along, 
    that testing becomes more and more rigorous   uh just through play testing. And towards the 
    very end of it, you know, it’s really about the UX and the balance and making sure that this feels 
    right, that the players have the right you know, impression of that level. And uh and you know I I 
    I I think really circling back to something that Ben talks about is just we we very much have taken 
    kind of a campaign first kind of narrative first vision of like how it is we’re approaching these 
    and so you know these levels how do they fit into the historical story and what what cool stories 
    do we get to tell about the characters that we’re   introducing to the player? and making sure that 
    that lands correctly with how we’re setting it up. And so, not only are we trying to work through 
    kind of the, you know, being bug free and things working as intended, but it’s also like does it 
    have the impact that we want it to have when the player engages with it. And so, it’s definitely 
    a very collaborative process. It’s it’s iterative for sure. we, you know, we don’t make a lot of 
    sacrifices or compromises there. And so we will often go back and try to get that right because 
    we just we think our fans expect it and we expect it from ourselves. Yeah. Well, I mean it’s a very 
    wellreceived, you know, battle for Greece and I’m sure this Alexander one will be as well. So it 
    seems to be paying off actually. If we can talk   about that a little bit on this one. So you’re 
    talking about sort of these balances that you have to make sometimes and you know you’re saying 
    you try not to compromise on certainly quality but   there are some compromises I think you probably 
    have to make in the story. So Alexander, for example, is a very polarizing figure the more you 
    look into it. There’s, you know, it kind of gets   glazed a little bit as this, you know, philosopher 
    king is very multicultural and has never lost a battle. There’s a very positive spin you can do 
    on the guy. But there’s also a very negative spin   that, you know, he kills family members, uh, 
    you know, at least like step siblings. He he kills one of his friends in a drunken rage. He’s 
    definitely an alcoholic even by the time period,   the standard of the time. uh and certainly a lot 
    of the there’s a lot of things about his mother and a bit of a mama’s boy and I think this had 
    more negative connotation back then in Macedonian   culture. So you get the positive and the negative 
    from both sides. So how do you thread that and try to come up with a single cohesive story that 
    you know keep in mind it’s supposed to be fun and   entertaining as well? Yes. Often we have the issue 
    that there’s very little source material for our characters and as you say with Alexander it’s the 
    opposite. There’s a multiplicity of sources, five major ancient sources for Alexander, none of which 
    is ideal. They’re all three to six centuries after his death. And each of them has its own view of 
    Alexander and has its own agenda. I mean, Quintis Curtis Rufus, for example, the Roman writer, 
    isn’t really writing about Alexander at all.   He’s writing about Roman despotic emperors and he 
    uses the figure of Alexander to to talk through that. So all of these sources are conflicted and 
    strange and modern scholars views have diverged even further. For someone like um WW Tarn who 
    was basking in the the last dying twilight of the British Empire, Alexander was this very positive 
    romantic idealistic figure man who was going to bring the world together sort of thing. Uh for 
    Erns Badian who was coming at the tail end of the worst horrors of the 20th century on the other 
    hand Alexander is a psychopathic paranoid tyrant. So you can really make of Alexander whatever 
    you wish. And as a historian, if I was to write a historical account of Alexander, I would 
    perhaps be very cautious and say we can’t really say anything definitive about Alexander at all. 
    He’s lost to the mists of time because of the   problems with our sources. That when you’re doing 
    historical fiction would make for a very, very boring character. we have to be bold and pick what 
    we’re going to do with Alexander. The key thing all the way through was answering this question of 
    what is it about this guy that he could convince people to follow him to the ends of the earth? 
    Like the fact is that we know that the people   did that. So what was it about him that accounts 
    for that fact? And so we turn Alexander into this rather strange rather larger than life figure. 
    Um like a figure from a sophocan tragedy. He’s someone like or someone like Achilles from the 
    Iliad. Someone who is kind of greater than other mortals. There’s something a whiff of supernatural 
    about him. But there’s also something terrible and dangerous about that fact. almost as if this 
    is not the sort of being that’s supposed to   coexist with normal mortals on Earth. And you see 
    this throughout the campaign. People comment on Alexander with this mix of awe and fear. Um, and 
    I I did a strangeness pass on Alexander’s lines. I kind of went back and made them all a little 
    bit weird. You’ll notice as the campaign goes on,   he sort of says things and you just think, 
    who talks like that? Who says that? Because he is this extraordinary figure. It’s almost like 
    he’s got kind of Matrix vision. He sees the world as something grander and more magnificent and 
    more epic than ordinary people do. And there’s something really magnetic about that. But in 
    good Greek tragic style, that’s also the seed of his downfall. He is going to go too far. He is 
    going to do some of those terrible things that you mentioned. And ultimately, his army is going to 
    mutiny and say, “No, we’re not going any further.” Um, so just accounting for that extraordinary 
    arc that we know has to happen with the character himself is a very tough thing to do because you 
    know I’m just a little British fellow. How do how do you convey a sense of extraordinary charisma 
    and personality? Uh, it takes a lot of work but the portrait of Alexander that we have I think is 
    extraordinarily interesting and multifaceted. So, you know, I I I like the Oliver Stone movie, 
    but I do sometimes wonder, would would I really follow that Colin FTH Alexander to the end of the 
    world? I think there’s something a little more interesting going on with Alexander in in our DLC. 
    Um, actually, now that you mentioned that movie, uh, there was something that I’ve noticed it’s 
    come up in my comment section a couple times.   Wondering if you could just quickly answer it. Um, 
    so you went for sort of a ScottishIrish accent for the Macedonians. And I’ve heard in that movie they 
    did that because, you know, the Macedonians were   kind of like this rural northern community to the 
    Greeks who saw themselves as more civilized. Is that sort of a play on the English seeing the 
    Scottish and the Irish as a little more rural?   Is it kind of playing off that idea or is it just 
    coincidence? Well, I I’m I’m really glad you you brought up the voice acting because it’s something 
    I’m very passionate about. Um, I can’t promise you   a short answer here because it’s it’s a subject 
    that’s that I’m so passionate about and as soon as I joined and started working on Chronicles, 
    I wanted to do voice acting and indeed the style of the writing in a very particular way. Um, and 
    it’s been very gratifying to see that the effort that we put into the voice acting is something 
    that’s been praised in all of the reviews and   all of the online comments. It’s it’s really 
    wonderful to see what we do with the accents specifically. So you notice even in Battle for 
    Greece, uh it’s a mixture of English accents, there’s um northern accents, you know, Yorkshire 
    accents, a whole mix of them. Ultimately, what I try to do with the accents is match the voice to 
    the character. It’s got to be the the voice should instantly give the audience an impression of who 
    the character is and what their background is. Um, and I think actually it’s no less authentic 
    than using other types of accents. Um, firstly because I mean people say why why does 
    he have a Scottish accent or why does he have   an English accent? Nobody ever asks why are they 
    speaking English? It’s already artificial. And then what would an ancient Macedonian accent even 
    sound like? What would what would an ancient Greek accent sound like? It certainly wouldn’t sound 
    like a modern Greek accent. They’re completely   different languages. Um, so already there’s plenty 
    of artificiality, but what you can do if you use modern accents is instantly key the audience into 
    who that character is. You think of say Aristides in Battle for Greece where he speaks with, you 
    know, a very upper class, very posh accent. Uh, the reference that I gave to the actor was Tobias 
    Menses who plays Prince Phillip in in The Crown. um you instantly get a sense that he’s this kind 
    of upper class aristocratic character and he’s contrasted with the myisticles who has a Yorkshire 
    accent. It’s just the actor Enzo Chilent’s natural accent. Um and you instantly get a sense of their 
    relative stations in society that he’s the kind of upstart. He’s not part of the traditional elite. 
    Um, so with with Alexander campaign specifically, uh, yes, I did use the the Scottish accent to give 
    the sense that the the Macedonian royal family are somewhat different from the Greeks, that 
    they are these kind of rugged Highlanders. Um, the sort of thing that Oliver Stone was going 
    for. So, Cletus, I I had that Scottish accent in my mind all the time when I was writing him. 
    Philillip. Interestingly, when we auditioned, I said, you know, he could have an Irish accent, 
    he could have a Scottish accent, Welsh, Northern,   just long as it’s not southern RP. And we had 
    a whole range of different casting options. We went with Alec Newman, who, as you’ve heard, just 
    magnificent performance. He’s a brilliant actor. Recently won a BAFTA for for Still Waits the Deep. 
    He’s terrifying in that role. Um, but and you’ll notice Palmenon, who is also a Macedonian, has 
    an upper class English accent because that’s his character. And again, I notice when we watch 
    people play, they hear Palmenon talk for the   first time, and they instantly get who he’s meant 
    to be. This smmy upper class person who looks down on people. So, it’s a stylistic choice. Not 
    everybody is going to agree with it, but I think the boldness has paid off. I think if we didn’t do 
    it, you wouldn’t have characters like Aristagaras and Lysander from Battle for Greece. So, I shall 
    defend that decision to the H. I, you know, I I think it’s well, one, it’s always amazing talking 
    to, you know, hearing Ben talk about this and uh this is part of the evolution of going from a 
    mod to professional content development. I mean, I think it just comes across when you listen 
    to Ben talk about this and his command of like   the historical facts and the direction here. 
    Like, you know, as we as we joined Capture Age, it was we needed to expand the team and work with 
    professionals who have this experience. And I I   I think that clearly comes through when uh when 
    you’re listening to Ben talk about his enthusiasm about it. Uh I would also say uh just add to this 
    choice that we’ve made in terms of the the accents and uh I remember when we were auditioning and 
    looking at the first uh potential cast for Battle for Greece and there was just I think we attempted 
    to do accents and um we just couldn’t get the character to come out the way we wanted to if if 
    I remember correctly, Ben. And I think that’s when we made we partly made this decision and it was 
    just like these characters came jumping out at you the moment um you know we went this direction and 
    Lysander and these characters that we’re talking about I think just hit really well and uh I think 
    it it was a it was a wise choice to do. I I knew all from the start the way I wanted to do it but 
    we did get some with with Greek accents from the studio. Yes. because they had worked on other 
    Age of Empires content previously and I think   there was sort of some confusion over this new 
    direction we were going. Um so we had to sort of iron that out. Um but we work with the amazing 
    side studio in London. Um and certainly for the Alexander DLC now that we’ve been through it once 
    they really get what we’re going for. We have a lot of meetings with them beforehand. I am much 
    completely involved in the casting process doing it live as well as listening to the recordings 
    after now. Um so they really get what we want and I tell you the the choices of actors that 
    they gave us magnificent and when you hear the talent in this campaign this is just an incredible 
    voice cast we’ve got and a lot of them are proper award-winning actors on screen and stage and 
    the job they’ve done for this is is magnificent. But I’ve only played three missions, but so 
    far it’s very impressive, I have to say. Uh,   next, you guys mind if we talk a little bit 
    about civilization design? So, I know you’re very limited in how many sibs you can pick. 
    So, I bet you were kind of capped at three,   and obviously Macedonians are in. Wondering if 
    you can comment on Thrace and Puru. I don’t think too many people had heard of Puru before this. 
    I’m curious if these felt like obvious choices   to you guys or if this is something there was 
    quite a bit of debate internally about. Yes, there is a story. Um, so Thrace, uh, we we kind of 
    settled on fairly quickly because it’s Alexander’s sort of first real campaign when he comes to 
    power. He goes up into the Balkans and deals   with these thrian tribes that have always been 
    me menacing Macedon’s borders uh, for hundreds of years. And we also wanted this sort of prologue 
    before Alexander becomes king where he goes with his father up north and he faces thribal. So, 
    we knew we wanted them in there and we knew it could be a really cool civ. These mountain men 
    with the Romire blades, these sort of wicked long folks like blades. Uh, we thought that was just so 
    cool. As for the Puru, now of course there’s got to be the South Asian civilization. That takes 
    up a good portion of the end of our campaign. And you may be wondering indeed why didn’t we go 
    with someone very famous like the Marian Empire or the Nander Empire. I think if we were sort of 
    going civilization first then maybe that’s who we would have picked. But because it’s campaign 
    first we thought it would be a bit odd if we had say the Marian Empire. You play the Alexander 
    campaign which takes place before they really   rose to power. You never encounter the Marians or 
    if you do they’re simply renamed. We thought that might be a bit odd and players might feel a bit 
    cheated by that. So we thought, okay, let’s just go with the people that Alexander actually fought 
    who fought under King Porus. Right? Okay, nice and simple. Who were they then? You realize very 
    quickly that the sources don’t tell you what the name of this kingdom or the name of this people 
    were. You look at the modern books that we have. um they either call them the Puru or the Paravas 
    or some scholars Alexander Stoneman’s book um just says Puru/Paravas and there are no ancient Indian 
    sources for King Porus. So we don’t have anything to go from there either. So we went with Puru 
    as the name just because you know closer to the kingdom of Porus that’s specifically what it is 
    but um yeah that is the convoluted reason why it’s the puru but when it comes to actually designing 
    the civ you know we have a lot of stuff to go on particularly the architecture the architecture 
    is largely we are listening to the community and   we’re evaluating modern day Pakistan just north of 
    game modes potentially and it’s a surviving World site today. So, we actually had a lot of really 
    cool stuff to go off and the architecture set   is beautiful. I’m sure you’ll agree. I know it’s 
    great. We got it in some screenshots. I haven’t gotten that far in the campaign yet, but yeah, 
    the screenshots showing it off. It looks great. Yeah, I would say that a part of the civ choices 
    that we do make um I guess this is more me wearing the production hat of just thinking where do we 
    get uh you know what could we explore and how   many architecture sets could we possibly put 
    in there um and you know I think you want to strike a balance of meaningful civilizations 
    that obviously fit with the narrative but   then also are interesting aesthetic and give 
    variety to this world because you know we you Depending on who you choose, you are limited 
    by what you can do. And I think the more architecture sets we can put into the game uh 
    that that fill out this story but then also just create the richness of the world and 
    re and creating this antiquity setting is uh is is our goal here for sure. Okay. So next 
    just to switch topics here u this is going to be kind of out of nowhere. So one thing that I 
    see a lot of my comments is people asking oh no   are these going to come to ranked? How are they 
    possibly going to balance these things? You know, the totally different naval tech tree with the 
    regular civilizations. Do you mind just speaking   to that? Like these are definitely never coming 
    to ranked anything that’s in Chronicles. And also, what do you guys have any ideas for using 
    these civilizations, you know, not in ranked,   but outside of just the campaign? Because it 
    seems like such a shame to have these very fully fleshed out civilizations. I just put up an 
    overview today for Thrations, and I mean, people love hearing all these like ideas about what how 
    you can play their very interesting late game. I know like what do you think of that besides like 
    you know not ranked but any ideas you guys are   kicking around for getting more use out of these 
    civilizations. So I will say there are no plans to add them to ranked but I I do we we are listening 
    to the community and looking for ways of you know how do you increase the replayability outside 
    of campaign and what interesting game modes or or things we could do there that uh that would 
    encourage that. And so, yeah, we’re, you know, with six civs now in the Chronicle series, um, we 
    have a few more options than we had before and, uh, we’re going to continue to, to look there and 
    see what we can do. Well, a couple of ideas that come to mind are, first of all, if you can just 
    comment on perhaps a different ranked ladder just   for those civilizations. And also, I don’t know 
    if you’ve seen it in the latest Age of Mythology release, they now have this gauntlet mode where 
    it’s like a single player and you replay it and   it’s very random and you get kind of bonus. as 
    like a rogue light where you play it and you play it again with different bonuses and play it 
    again, you unlock things as you replay it. Either   of those ideas kind of jumping out at you as 
    potential down the road. Well, uh the the gauntlet is something Capture Age uh played a part in the 
    design there, so we’re familiar with that. Um, but yeah, I would I would say we’re definitely, you 
    know, looking to see, you know, what options make the most sense, you know, with the civ sets that 
    we have and and the balance we have and uh and, you know, where we can kind of flex on the product 
    and and give players what they want. So, what does that mean for a potential ranked ladder? Is that 
    something you guys are considering? Because I I   have seen that suggested a few times. Do you think 
    there would be enough of a player base to sustain that? like this would be a separate rank ladder 
    from the other civ just to be very clear. Yeah, I mean it’s definitely something that we have 
    considered um and we’ve we’ve been looking at   but we haven’t made any plans uh yet that I could 
    comment on. So switching topics here a little bit. I was curious if you guys can talk about uh maybe 
    the most time inensive part of the process. So whether that’s research, the new civ design, the 
    missions and the campaigns, the visual overhauls, the music, um like what’s the biggest investment 
    that you guys just refuse to compromise on? I can What do we refuse to compromise on? Pretty much 
    everything is the answer. Uh in fact, on on Battle for Greece especially, we were quite bad at saying 
    no to ourselves. Um, we’ve got a very enthusiastic team and a lot of us come directly from the Age 
    of Empires community or have been lifelong fans of the series. So, we all have this drive to 
    just put in as much stuff as we possibly can and I think people have seen that it’s hugely high 
    effort DLC in every area. So, we don’t compromise on that. I’m glad you brought up the music if 
    you’ll allow me to wax lyrical for a minute about   that because the new soundtrack is incredible. I 
    got to be very indulgent there. Um I have a huge love of sort of classic Hollywood soundtracks, 
    you know, Miklos Rosa, sort of Benhur, Quoadist, that sort of thing. So, I was bombarding um our 
    wonderful composers over at Somatone Music with references and they just sort of turned all of 
    my favorite soundtrack pieces into new and fresh soundtrack pieces. So, it’s this amazing score 
    which balances classic Hollywood and a lot of my favorite classical music with a sort of modern Han 
    Zimmeresque sensibility and music. I think people don’t realize how much it elevates the experience 
    and helps make it unique. We of course have unique playlists for every single scenario. And we’ve 
    also now added the ability to switch them midway through a scenario so that when an event happens, 
    um, you know, a dramatic narrative event, we can switch the soundtrack to something appropriate. 
    We also have a new playlist for skirmish mode that really helps set the mood. And we have immersive 
    playlists if you choose that setting in the   settings menu for each civilization individually. 
    So that’s a really awesome thing. The thing that takes the most time I think would have to be the 
    level design. Um, a lot of people have played around with the editor and you know, you think you 
    can get a level looking functional pretty quickly, but my word, the number of rounds of iteration 
    and feedback and testing and difficulty play testing and then bug fixing you have to go through 
    for every single scenario, it’s a huge amount of effort. Well, I would think particularly because 
    of how many choices you get. Like it’s not just   this persistent choices that you guys have put in, 
    but even in mission two, there’s a lot of like, okay, which path do you want to take? And it 
    gives you the choice on the side of the screen.   So there’s a lot of replayability there, but I 
    imagine that makes things very complicated to design and especially like bugs and everything 
    and you have to anticipate all the different   ways people can do stuff. Yeah, I would second 
    that. Uh that it is level design that I think is probably the most intensive. Um it particularly 
    adds some some very strong dependencies down in the production. So, because of, you know, 
    we we tend to lock in our final script when we’re really locked in on the gameplay, you know, 
    that will kick off VO and and, uh, localization and everything there. Uh, and some of this 
    factors back into how we do our cutscenes, uh, and and the final timing and animation there. So I 
    think it’s it’s making I mean the the level design is definitely uh it has some of the longest run of 
    the production time and then it’s the particularly challenging areas of sort of the dependencies that 
    come off of it be you know as it wraps up and it gets to a certain stage. So, um, but yeah, it’s 
    also one of the areas where we just we don’t want to compromise because it’s so core to, um, what 
    we’re trying to accomplish with Chronicles. And, you know, part of that too, I would say, is we try 
    to introduce some, you know, novel mechanics and features within our campaign. The persistent 
    choices is obviously a way at allowing some replayability within them. But um you know when 
    you build in these systems and you try to figure out how to make them scalable and debug them and 
    not brittle um it’s it can be it can be some fun challenges not to break the uh break the editor 
    in our in our levels. You should have seen the original plans for the persistent choice system 
    where I’ve got this sort of bored up. Oh no, but if we do that we run into time travel problems 
    and the grandfather paradox. How are we going to   do this? No. No. So, it went through a lot of 
    iterations. Is that something you guys have done more of in the Alexander DLC? Like the choices 
    and persistent choices because I know that was   something you were kind of experimenting with in 
    Battle for Greece. And did you double down more on that with that? We have have not fundamentally 
    changed how the system worked technically. You’ll notice so we created this persistent variable 
    system in Battle for Greece. And then you saw that Forgotten Empires and the Three Kingdoms DLC had 
    an explicit choice system where you could click a button. Uh now we have that functionality as well. 
    So you know they get something of ours, we get   something of theirs. It’s a lovely partnership. Um 
    so we’ve used that in our campaign, but we’ve not um changed the underlying system. However, we 
    have change the nature of some of the choices that you get to make. uh you say you’ve only 
    got to the third scenario so far, but as you go   further into the campaign, we have this persistent 
    army feature because we were aware that having 16 scenarios as the Macedonians, which we felt was 
    necessary to tell Alexander’s story, the players, you know, are going to be playing with the same 
    civ a lot. So, we really wanted to get a lot of   variety in there. One of the ways we do this is 
    with our level design, of course. No two levels are the same. It gets mixed up every time. But the 
    other thing that we have is this persistent army   feature where you’re going to be able to choose 
    between different units to add to your army and you can recruit them in that scenario and then 
    in every future scenario as well. So that by the end of the campaign you’ve built up a whole roster 
    of different units including units from the other um Chronicles civilizations which you can recruit 
    as the Macedonians. I was also wondering if you could maybe touch on the difficulty balance 
    because that seems like that might be one of   the harder things to do is this has to be fun for 
    you know top players who are streaming this. You know you get top 100 players that are playing 
    this but you also have those you know very very   casual maybe their first time playing Age of 
    Empires 2 and they just want to jump into a campaign setting. So how do you go about making 
    that difficulty spread and is that something that   you’re really paying attention to? Yeah, we we 
    definitely paid a lot more attention to it than we did with Battle for Greece. I think it was a 
    fair criticism of Battle for Greece. And we’re always we comb the forums and the reviews for the 
    feedback. We take it all on board and we really try to improve in the areas where we feel we need 
    to. And the difficulty was a little inconsistent in the Battle for Greece campaign. I think a lot 
    of people found maybe standard difficulty was a little too hard. Hard could be a little too easy 
    sometimes. So, we really wanted to address this. Uh the first thing we did was to plan it out a 
    little more cohesively. Right from the start, we have a difficulty curve for the whole campaign 
    that we planned out. In our level designs, we were thinking, right, what are the different levers 
    that we can pull to affect difficulty in this   level? Is it going to be the number of troops that 
    are sent against you? Is it going to be how often they’re sent against you? Um, but really the main 
    thing that’s allowed us to refine the difficulty a lot more is just extensive play testing. I think 
    Battle for Greece, we got it into people’s hands a little too late. Whereas this time there have been 
    a large number of very large scale play tests with players from all sorts of different difficulty 
    levels. Right from, you know, people who want   to play on the story mode that we’ve added, the 
    new easiest mode, all the way up to legendary, which is the new hardest sort of challenge mode. 
    And we’ve managed to get it to a place where most of the people who play on those difficulties, 
    who consider themselves set for that difficulty,   are really satisfied with what we’ve got. We’ll 
    see how the community receives it when it goes out to thousands thousands more people, but we 
    think we’ve done a much better job this time. Well, I’ve heard a rumor that you have a top 100 
    player who has gone through and said the legendary   will make anybody sweat, you know, right at the 
    top. So, I mean, that’s quite the endorsement. I’ve watched him panic in real time. And uh it’s 
    delightful. Yeah. I I I mean, I I just want to build on something that Ben said there, which is I 
    I think Battle for Greece was pretty foundational   in terms of figuring out where we needed to spend 
    more time and uh and then factoring that in. And we still continue to learn from that process and 
    figuring out, you know, where do we where do we spend more time and when to to get that right. So, 
    makes a lot of sense. So, uh, one last thing here. I got a a bit of a rumor I’d like you to address 
    if you can. So, I think this is because AE1 and   AE3 new content is sort of in limbo. Uh, currently 
    people are just looking to worry about stuff. Uh, there’s some speculation this might be the last 
    of the Chronicles. And I get there there’s limits   on what you can say, but are you able to speak in 
    any way to that rumor and what the future might hold? Particularly because this all started with 
    the Roman war mod and we haven’t even had Romans   yet. I mean, we can’t end it now, guys. We still 
    have to do Hannibal and and Republic of Rome, obviously. So, are you guys already cooking up 
    ideas for the next one or is there anything you   can say about this? Well, we can’t really comment 
    on on future projects, but what we can say is we love making amazing content. Uh, and we appreciate 
    all the support we get from the community. And so we encourage folks to to buy Alexander the Great. 
    You know, leave a review, tell tell a friend about it. Um, we have ambitious plans and we love 
    doing this and we want to keep being able to do it. I’d echo that. I I’ll say that our design 
    team currently is larger than it ever has been. We improve constantly all the time. I think you’re 
    going to see a huge difference between Battle for Greece and Alexander the Great. I mean, Battle for 
    Greece was fantastic, and I think we’ve surpassed it with Alexander the Great. So, Capture Age is 
    set to do brilliant things. And as Roger says, if you enjoy the work that we’re doing, um, we’d 
    love it if you could spread the word. I mean, the Age of Empires community is is a little insular. 
    Um, I think there are many other people out there who would love to know that there’s something 
    kind of new and different. It’s not just another   Age of Empires DLC. It’s maybe something that’s 
    appealing to fans of history, of narrative games, of RTS games more generally. Um, so we’re going 
    to be trying to put the word out there in the next few weeks and if you appreciate what we do, um, 
    we hope you’ll join us. I think that’s a fantastic place to leave it. And I will say everything I’ve 
    played with it has been a lot of fun. It’s just   as good as Battle for Greece or better. You guys 
    have really outdone yourselves, I dare say. So, thanks very much for your time, guys. And all the 
    best. Thank you, Spirit. It’s been a pleasure. Uh, thank you for having us. You’re a legend, Spirit. 
    We love you. Thank you so much. You guys, too. So, that was my discussion with a couple of devs at 
    Capture Age. And I really can’t say enough good   things about both Battle for Greece and what I 
    experienced in Alexander so far. As someone who doesn’t typically get swept up in Awe 2 campaigns, 
    these are honestly the most challenging and fun   experience I’ve had in single player Awe 2. And 
    I highly recommend checking out the Alexander DLC. That’ll do it for this one, though. Thanks 
    for watching, guys, and I’ll see you next time.

    In this interview I sit down with a couple of the CaptureAge devs working on the new Alexander DLC and learn more about that process.

    Chronicles: Alexander the Great DLC – https://store.steampowered.com/app/3793540/Age_of_Empires_II_DE__Chronicles_Alexander_the_Great/

    0:44 Introductions
    1:55 Rome at War mod & origins of Chronicles
    6:50 Research process
    10:20 Alexander the Great
    15:28 Why are the Macedonian voices Scottish?
    21:40 The 3 new civilizations (Thrace and Puru?)
    26:00 Are these civs coming to ranked?
    28:20 What’s the most time-intensive part of a DLC?
    31:10 Campaign choices
    35:04 Getting the difficulty right
    37:50 Is this the last Chronicles DLC?

    ___________________________________________________________

    Patreon: http://www.patreon.com/SpiritoftheLaw

    Background music from Epidemic Sound: http://www.epidemicsound.com

    Game: Age of Empires II Definitive Edition

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