The Age of Empires tech tree from October 1995, two years before the game came out, was already much simpler than Rick Goodman's earliest attempts to distill ancient history into a research + upgrades progression system, but still way more complex than the final version—which was rooted in the idea of "ages" in history.
A render of the chariot unit from Age of Empires that was included with the E3/June 1997 press kit for the game. (The game was in beta at the time.)
@DestructoDisk We just have to keep building and running our own intentional spaces and enforcing the cultural values we want within them. Fedi networks, self/independently-hosted blogs/newsletters and forums, small web, and so on. Be the change we want to see, carve out our own island oases, and pray that it's enough.
Age of Empires dev milestone schedule from October 1996 (revision 14!). This is shortly after the game had been delayed six months, and shortly before it got delayed a further six months. Note that it doesn't mention the wonders anywhere, because they hadn't actually thought of wonders yet.
That the future we were building has been snatched away and replaced by chatbots, compulsive gambling, and permanent surveillance.
A new study by MIT Media Lab suggests that outsourcing basic tasks to AI could reduce our brain activity by up to 55 percent. This “cognitive offloading” may affect our ability to solve problems, recall information, and even shape the language we use. However, there are three approaches you can introduce when using AI to help strengthen your critical thinking skills.
A collection of early pixel art buildings for Age of Empires, mostly dating back to late 1995. Ensemble soon switched to flattened 3D renders for better efficiency (and a neater fit with the skills of their art team). There'll be more of these in the "deluxe hardcover" edition of my book.
But by this point, already, they were shifting towards something faster. The first playable prototype felt too slow, and Rick was grappling with the challenge of how to find the fun — of how to streamline and whittle down their extensive ideation into a great game.
(I don't want to spoil the story, but the answer came from one of the programmers, Tim Deen.)
The vision for Age of Empires evolved considerably over time. Here you can see a hint of how much more geared they were early on towards Sid Meier's Civilization and other slower-paced strategy and simulation games. Initial plans were akin to a modern survival sim colony builder with Civ elements.
I'm going to post semi-random dev materials from Age of Empires 1 every day from today until the end of the KS campaign (https://www.kickstarter.com/projects/gabedurham/age-of-empires-how-ensemble-studios-made-history) for my book about the creation of the game. First up, the cover and a page from one of lead designer Rick Goodman's earliest design docs.
https://www.kickstarter.com/projects/gabedurham/age-of-empires-how-ensemble-studios-made-history
https://www.kickstarter.com/projects/gabedurham/age-of-empires-how-ensemble-studios-made-history
Thanks to @wolfinpdx for the link.