![]() This works well with the terra forming that has always been a fun part of our game. For Age of Wonders III this focus remains largely the same, but we did increase the depth of economic and territory systems through the inclusion of more terrain bonuses and borders. Our focus has been on combat, the units and many abilities and RPG-style adventuring in single player and a load of multi-player options. LS: The Age of Wonders series has always been firmly in the middle between a war game and empire building mixed with some adventure and roleplaying. How would you describe your overall design goal for Age of Wonders III? PS: I’ve noticed fantasy TBS games often fall somewhere on a scale between a Civ-like 4X game with multiple ways to win ( Master of Magic) and something closer to a pure wargame ( Warlock: Master of the Arcane). (Perhaps only for interface conventions) We’d rather look for inspiration outside of the genre, like we did with our RPG-style leader classes, or with Pikmin for Overlord. LS: As players we do play these games, and as developers we keep an eye out for what’s going on in genre as well as the strategy games market as a whole, but we really haven’t looked too closely at the recent competitors for design inspiration. ![]() PS: What inspiration has Triumph drawn from other games (e.g Dominions 3, Civilization IV-V) that came out after Shadow Magic? PC seems really the place where it’s happening now, so it’s great to be back with Age of Wonders during these times! The PC games market seems to be booming again, fueled by hard core gamers, digital distribution and a creative indie scene. We subsequently did a successful re-release of the series on sites like Steam and GoG. The license with our original publisher expired, so the game became fully ours again. ![]() But of course it needs to make business sense as well. During the more than six years when we worked on Overlord, we recharged with fresh ideas for the series. Lennart Sas: Age of Wonders has always been very dear to us, like our first love. Can you tell us about the journey to getting this game into production? Peter Sahui: First off, congratulations on announcing Age of Wonders III! A lot of people have wished for this news, but very few were expecting it – it’s been ten years since Age of Wonders: Shadow Magic came out in 2003. Sadly I wasn’t able to include every question sent in (I received some separately from the comments to my original post), but I hope this Q&A will address some of what you guys (and I) had in mind. Fond memories of the earlier games, Triumph’s promise of further improvements, and gorgeous early screenshots all piqued my interest in Age of Wonders III and it didn’t hurt that the most recent AoW game, Shadow Magic, held up well when I replayed it to prepare for this interview. In AoW, players build up their cities, recruit armies of soldiers and elves, cannons and dragons, and then pit them against rivals in a tactical combat minigame, a la Master of Magic.
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