As a history enthusiast and a game designer myself, I find the inclusion of historical figures like Sappho in games like Ara truly inspiring. If Sappho had been given more power in her time, she could have been an extraordinary political leader, using her artistic genius to foster diplomatic relations and promote cultural understanding between nations.
History Untold” is an upcoming strategy video game developed by Oxide Games. This game is set to make a significant impact on the genre due to its emphasis on player freedom, intricate map designs, and a vast array of historical figures for players to select. The goal of “Ara: History Untold” is to revolutionize the industry with its numerous groundbreaking features.
As a gaming enthusiast, I recently had an exclusive chat with some of the talented minds behind Oxide Games, specifically narrative and experience lead Gabriela Leskur, principal graphics architect Dan Baker, and executive producer in publishing at Xbox Game Studios, Matt Turnbull. They gave me a sneak peek into what players can anticipate from their upcoming game, Ara: History Untold. For the sake of brevity and clarity, here are some highlights from our intriguing conversation.
Building a New World in Ara: History Untold
Initially, could you elaborate on the meaning behind the subtitle “History Untold” for the game Ara, and give us a sense of how this theme will manifest within the game?
The title is a tribute to the concept that this narrative explores an alternate reality; it raises the query of “what if.” For instance, imagine if Sappho had led Greece, or if Rome hadn’t collapsed and continued into the Modern Age, or even if the pyramids were constructed in a frosty region. I believe it’s crucial to comprehend that this is not a fictional history, but rather an account of a history that could have taken place. If Julius Caesar had never been murdered, what would have transpired? Thus, these events are quite straightforward to consider.
What excites me as a woman with a social sciences background is providing individuals the chance to envision how they could have altered the flow of history. This idea energizes me because there are countless people worldwide who aspire to make a difference, to discover their true potential. Ara serves as a platform for contemplating questions like “What if I had influenced ancient times with my perspective? What if I shaped the Renaissance? What if I shape the future for a nation, for a people, if I were Caesar?” Therefore, I find it fascinating to blend historical events, alternative histories, and personal growth, encouraging individuals to dream about their own potential.
Inquiry: Upon viewing the Gamescom video, it appeared that the game consists of three distinct sections. Can you elaborate on how these three segments will vary, and provide some insights into what gamers may need to accomplish in order to access each section?
Baker: In most 4X games, the gameplay often follows a pattern, whether they explicitly set an era or not. However, we opt for explicit eras at the start of the game because it’s a fresh world, and you’re discovering and learning. By the end of the initial stage, you should have a good understanding of a significant part of your continent, and know many ongoing events. The structure is straightforward; to progress to the next stage, you primarily need to research enough technologies to advance.
One aspect we aimed to incorporate in our game for an added twist is the fact that we didn’t want nations to persist if they were extremely weak at the end of an act. It doesn’t seem logical for them to continue, right? After all, nations frequently falter and collapse. The most significant change between acts lies in the failure of a small number of underperforming nations, leaving them in ruins behind. This is what sets one act apart from another – while technology advances, the weaker nations simply won’t survive.
I often express that certain nations and cultures have become obscured over time due to assimilation or disappearance. Although these societies made valuable contributions, they are no longer present in our current world. This allows other nations to expand and claim the territories once occupied by these vanished cultures, thus altering the game map.
Player: In these types of games, at some point, you may find that there’s no more unexplored territory or unclaimed areas left, as they have already been taken unless you choose to go to war. However, by designing the game this way, it allows for opportunities to expand these territories without having to invade others, because a nation might have collapsed and is essentially open to be claimed by anyone.
Turnbull: Essentially, I want to emphasize that the scale of decision-making is crucial. As explained, there are three acts and twelve technological periods throughout the game, each divided into four technological epochs. In the early stages, the decisions you make primarily concern your tribe, small settlements, and initial cities. Later on, in the second act, it’s more about managing colonies, expansion, and conflicts with other nations.
In the third act, the choices you make have global implications, aiming to prevent repetition in every stage. In the initial phase, your primary concern might be ensuring food security for your first city to avoid starvation among your people. As time passes, you’ll manage a multitude of cities and focus on fine-tuning your economy and industry to secure and maintain the wellbeing of your nation’s grain storage. It’s more about adjusting an already established system rather than building it from scratch in the early stages.
As a passionate enthusiast, I’m excited to delve deeper into the process of mapping in Ara. Can you enlighten us on how the creation of a map influences the gameplay experience? Moreover, could you share some insights on the impact our choices will have on the game world, particularly within this map-building aspect?
Baker: This is quite an interesting conundrum! Crafting maps isn’t easy, especially without using a standard hexagonal or square grid. As you might guess, this posed a very tough puzzle for us. We were determined to tackle it in this unique way. However, we didn’t want to compromise on the various elements that can randomly generate the planet’s characteristics. There are numerous possibilities at our disposal. For instance, you can alter the axial tilt, adjust the overall temperature and humidity of the planet, and plenty more exciting scenarios can unfold.
If you construct a severely frost-ridden game map and populate it with numerous characters, an intriguing outcome will ensue: every player must initiate their journey from the equator, within this slim habitable region. The remainder of the world becomes inhospitable. Manipulating such conditions offers unique possibilities, allowing players to design bizarre and captivating game situations. We eagerly anticipate witnessing the innovative approaches players employ when engaging with the game under these unusual circumstances.
Turnbull: There are countless methods to arrange things, and each one significantly alters the gameplay experience for the players. In our early interactions with Oxide, they discussed creating realistic world and map designs, focusing on authenticity and a sense of life, with irregular boundaries that feel more natural. It’s not just about hexagonal shapes. Some areas might have two borders, others eight, depending on their shape and the surrounding terrain. Geographical features like mountains and rivers naturally create boundaries, as you’d expect in real life.
In retrospect, what initially drew Xbox to embark on this adventure and sparked our enthusiasm for Ara from its inception was the concept of realizing the dream of governing a real-world setting. The innovative map generation, complete with features like simulating erosion and wind direction, among others, is instrumental in fostering this illusion. By crafting the map in such a way, it immerses you in the fantasy, allows you to experience it, and enables you to witness the consequences of your leadership decisions reflected on the world map and amidst the multitude of citizens roaming around.
Leading and Winning in Ara: History Untold
“Could you explain to me more about the Prestige system in Ara? Specifically, I’d like to understand how players can earn Prestige and make the most out of this system overall.
Leskur: I think something really interesting about Ara‘s Prestige system is that it doesn’t force players into one playstyle, so you aren’t confined to a military victory or a cultural victory, etc. You can gain Prestige in a wide variety of domains, and this is reflective of what we often see of nations that have stood the test of time in the real world. They might have been known in one era for one certain type of feat, and in the future, they grew to a new type of prestige, a new type of world renown.
Matt seems to enjoy playing as Elizabeth I since leaders offer unique methods for boosting Prestige in various ways. In my opinion, the Prestige system offers flexibility in gameplay style, enabling players and nations to develop and progress over time. This freedom is intriguing and thrilling because the games can be quite lengthy. If you decide midway through that you prefer constructing masterpieces instead of continuing conflicts with your neighbors, you have the ability to do so and potentially still reach the top spot.
In a 4X game, it’s possible to encounter situations where you’re progressing well only to find yourself in a predicament due to unexpected events such as losing a battle unaware or facing opposition because of an unusual characteristic like your green skin. These occurrences can lead to your downfall even if you were initially performing well. To prevent this, we aimed to create a system where victory isn’t solely determined by one factor, but rather by multiple elements contributing to a nation’s Prestige. For instance, having a dominant world religion could boost Prestige significantly, but other skills and attributes must also be taken into account to ensure a fair and balanced gameplay experience.
Turnbull: I adore the Elizabeth character because in Act 2, her primary ability, Gloriana, significantly boosts your strength in land wars with Line Infantry and Longbowmen, making you one of the dominant military powers during the high medieval and Renaissance periods. However, these advantages gradually diminish as we transition into the Modern Era. But later on, some of her other abilities that enhance prosperity become increasingly valuable. I particularly enjoy the narrative where you initially focus on self-defense and preservation, then shift to the middle era by constructing coastal cities, luring opponents, and expanding your territories. Eventually, you grow your cities, Prestige, and cultural influence in the final act.
As a dedicated player, I absolutely love the thrill of forging my unique journey and designing intriguing story arcs. At times, these narratives align remarkably with actual historical events, but other times, they offer the freedom to tread on entirely new paths. The ingenious blend of act structure with a rich array of leader traits ensures that even though I’m committed to one character and nation from start to finish, my approach can evolve, offering endless opportunities for experimentation, diving deeper into the Prestige system, and discovering fresh ways to engage with the game.
Here’s a possible way to rephrase your question in natural and easy-to-read language:
Speaker: One of our initial decisions was to include concurrent gameplay, but we didn’t fully grasp its complexity and difficulty. It isn’t that people ignore simultaneous turns because they are inferior; rather, they often don’t find it in 4X games due to the challenges involved in implementing it. With simultaneous turns, you only finalize your turn after clicking “End Turn,” which is similar to having an undo option. This means that until you click that button, nothing you do actually takes effect.
As a dedicated fan, I can say that this feature offers me an incredible level of freedom in manipulating every aspect, from troop movements to construction options – all at my whim. If I make a mistake or change my mind mid-game, it’s no problem! I can easily rescind orders, halt builds, even prevent the destruction of certain units or structures. It’s truly liberating, as it spares me from those frustrating moments when I inadvertently click the wrong button and have to resort to save scumming in other games. Additionally, it adds an element of suspense since neither player gains any advantage due to their position in the turn order.
In many games, there’s a notion called “alpha strike” which essentially means that the one who strikes first gains a significant advantage and it’s challenging to counterbalance this. To eliminate this initial advantage in our game Ara, we opted for simultaneous turns. This not only lessens the alpha strike benefit but also enhances the overall speed of the game significantly.
User: I can hardly contain my enthusiasm! We frequently engage in multiplayer games at work, and there’s a colleague who seems to pick fights with everyone. Consequently, during multiplayer sessions, we always team up against this individual. This experience has significantly altered my perception of the turn-based genre. Previously, I was accustomed to games where family members would take turns over extended periods, but now, everything happens simultaneously. Since we all have equal time for our turns, I find it impossible to return to the old format. The rapid resolution of actions after everyone clicks “End Turn” and we’re ready to move forward makes the gameplay much more engaging, especially when playing with friends. It’s exhilarating to gang up on the one causing trouble!
Turnbull: Xbox took advantage of some of our technology and knowledge by teaming up with Oxide, who have exceptional technical skills with their engine and vast understanding of the genre. The game can be played independently, offline, without any need for sign-in or similar requirements. For multiplayer, it’s a cloud-based system, where a server in the cloud handles turns, resulting in swift resolution of the turn timer.
In this gaming setup, you can involve 36 participants simultaneously. Each round lasts for 5 minutes, during which everyone executes their moves. After the timer ends or a player hits “End Turn”, all actions are sent to a cloud-based server. The results are swiftly calculated, and the game progresses according to predefined rules established by the players. This way, you can line up your actions in advance, receive the outcomes, and experience an exhilarating rush, especially when playing with multiple people.
Shaping History in Ara: History Untold
Q: What about the Narrative Events system? How is that going to factor in?
In my role as the Lead for Narrative and Experience at Oxide, I’m deeply fond of the Narrative Events system. Our fearless leader, Matt, from Microsoft’s side, has been instrumental in this system. As Dan mentioned earlier, our goal isn’t to recreate history accurately but rather to draw inspiration from it. In the context of the Narrative Events system, we delve into various historical events and cultural patterns to present players with complex dilemmas that challenge their playstyle, considering the effects on their nation, culture, and citizens. The decisions they make significantly shape the world’s state.
In our game, several Narrative Moments occur due to conditions set by the players within the game world. These can involve encounters such as meeting new tribes or nations, but they can also be triggered when players achieve specific milestones like constructing a new type of structure or advancing technologically. These moments then present the players with intriguing choices that can affect their resources (inventory), interpersonal relationships (with tribes and nations), citizen satisfaction, and much more.
As a gaming enthusiast, I’m thoroughly enjoying the Narrative Events system. It’s not just a game, it’s a journey through history! There are hundreds of historical events woven into this game, each with a fascinating backstory that provides context for the decisions I make. One aspect I adore is how these events can intertwine in unexpected ways, leading to outcomes that catch me off guard. It’s like living history, but with a twist!
One of my favorite chains of events in the game is this eclipse that can happen, and in the first act, it’s seen as an omen, and you have to make a decision about what to do with this omen. In the middle part of the game, there’s a scientific result of deciding between heliocentrism or geocentrism for the universe. And then, in the third act, it’s about a scientific partnership with other nations to study the eclipse. So, it’s the same eclipse going on in each of these different eras. Similar things where choices you make can have unexpected consequences and surprise you, while also being strategically interesting choices. We do show the results that are going to happen when you make your choice. You have to decide what you’re willing to invest and where. There’s always pros and cons to everything. It’s just a lot of fun.
“I was wondering if you could share some insights about the leaders in Ara. Could you tell me which one you admire the most and explain why?
Leskur: Oh, no! It’s like choosing between children!
Baker: I’m going to pick Sappho before you do.
Translated: Gosh! You know, my educational journey began in a program focused on Great Books, and one of the early texts we explored beyond Plato was the works of Sappho. I found them incredibly moving, these fragments that were penned by someone revered as a great muse. Some of her writing has been lost to history, and even these remnants carry such potency. Now, I find myself portraying Sappho in the game ‘Ara’, and it’s intriguing to wonder: if her work had endured, and she had wielded influence beyond just the artistic sphere, what kind of impact might she have made?
Apart from being fond of her strategy, I believe it’s the main factor contributing to my continuous victories, astonishing our coworkers. You see, when you position her on coastal areas, you receive significant boosts to prosperity. This allows for rapid advancement in the game and puts you at the forefront. The harmony between her unique leader traits and the benefits they offer, combined with my gaming style, makes Sappho one of my top picks right now.
Baker: I don’t know. I just think she looks cool in a suit.
Absolutely, I find her contemporary attire quite stylish. By the way, have you checked out the various styles the leaders can sport? I believe the updated version of Elizabeth’s outfit is also quite fashionable.
Turnbull: I find the concept of the modern Elizabethan era intriguing, and Oxide’s initial idea to broaden the concept of leadership is fascinating. It’s not just about well-known politicians or monarchs; there are numerous ways to embody leadership. You could be a military leader, a thought leader, an activist, a cultural or artistic leader, among others. By stretching the definition of leadership and delving into alternate history, it allowed them to incorporate individuals like Sappho and Jeanne d’Arc – who wasn’t actually a leader in France – but if we consider an alternate reality where she was, it significantly alters the gameplay dynamics.
In addition, we made efforts to collaborate with Oxide to discover contemporary figures, individuals who could significantly contribute to our game. One of these remarkable individuals was Wilma Mankiller. Wilma Mankiller served as a prominent Principal Chief of the Cherokee Nation and was an exceptional activist in modern times. She played a pivotal role in reforming various aspects and enhancing the lives of numerous people. Therefore, collaborating with her family and including her in our game Ara as one of our leaders was a cherished opportunity for us all. It was exciting to envision her sitting among historical figures like Julius Caesar and Elizabeth I, leading nations and demonstrating their potential on the global stage.
As a gamer: Speaking from my perspective, Oxide’s narrative, particularly character like Wilma, resonates with me deeply. Given my academic background in social work, her story and community are personally captivating. However, I believe it also underscores the rich diversity within our team at Oxide, and Microsoft, that contributes to this game. During our Narrative Events, engaging with colleagues from various cultures and asking about their local history has been a fascinating experience. It’s truly rewarding to see these shared stories finding their way into the game.
In our team, we have both beginners in the gaming industry and veterans who’ve contributed to iconic 4X games like Civilization 5. Collaborating with Microsoft, historians, and writers from video game development, comic books, and other fields has been an exciting process. It’s fascinating to witness how this multidisciplinary group contributes unique viewpoints to the creation of a fresh intellectual property.
[END]
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2024-09-22 14:44