Simone Vitolo (University of Turin)

Transcript (English Translation at foot of page)

Per il mio intervento, ho deciso di concentrarmi su Age of Empires II, sviluppato da Ensemble Studios a cui hanno collaborato diverse software house nel corso degli oltre due decenni della vita del gioco.

In Age of Empires II, la diplomazia è un aspetto marginale del gioco, con comandi semplici per collaborare con gli alleati controllati dall’IA. Nelle Campagne storiche, invece, le interazioni possono essere più complesse, legate a obiettivi secondari e tributi. Tuttavia in tali contesti, essendo delle condizionifisse, il giocatore ha il potere di manipolare le varie situazioni a proprio vantaggio. Difatti, la maggior parte della diplomazia in Age of Empires II, è gestita da una semplice schermata dove si può impostare l’atteggiamento verso una determinata IA fra: alleato, neutrale e nemico.

Ma essendo una meccanica gestita in modo unilaterale dal giocatore, tranne quando ci sono determinati script dello scenario, è possibile impostare come nemica una IA a noi alleata potendo così distruggerla senza che essa possa opporre resistenza se nel determinato scenario essa non è stata programmata per poter cambiare atteggiamento nei confronti del giocatore. Ciò mostra una grande difficoltà nella creazione di una interazione di pura collaborazione con l’IA e ciò porta l’utente ad avvantaggiarsi su di essa.

 Questa particolare meccanica si lega a doppio filo con le condizioni da raggiungere per ottenere la vittoria. Negli scenari più complessi per raggiungere la vittoria basta completare un determinato numero di obiettivi predisposti. Ad esempio nella Campagna dedicata agli Altavilla, e nello specifico nella prima missione “Arriva il Guiscardo”, il protagonista, Roberto il Guiscardo, ha come obiettivo la conquista di 4 baronie normanne oltre alla distruzione di un castello a scelta fra uno longobardo oppure uno bizantino. Tutta la missione si basa sulla possibilità di creare alleanza e tradirle nel momento più conveniente per poter così ascendere al potere.

Questi aspetti sublimano negli scenari creati dagli utenti per il gioco multiplayer poiché entra in gioco l’interazione umana e dunque l’inganno. Ciò è particolarmente vero negli scenari detti “Diplomacy” ambientati in diverse parti del mondo o persino in mappe che rappresentano l’intero globo. Solitamente in questi scenari gli otto giocatori iniziano con una manciata di abitante del villaggio in una nave da trasporto e come prima mossa si segnala agli altri giocatori dove ci si vuole stabilire e fin da questo momento nascono i primi dissidi che portano ai primi conflitti e alla creazione di fazioni.

In seguito, è comune che tutti i giocatori presenti in partita si dichiarano alleati per poi iniziare i propri sotterfugi tramite il sistema di chat che permette di scrivere agli altri utenti e mutare chi vogliamo che non legga i nostri messaggi. Con il proseguire della partita si arriverà inevitabilmente a dei conflitti, è interessante notare come spesso si trattano di aggressioni di più giocatori verso colui che non è riuscito ad intrattenere rapporti diplomatici soddisfacenti o che semplicemente ha scelto il luogo più sfortunato dove stabilirsi. In seguito, è normale che si vengano a creare due fazioni le quali vivono momenti di tensioni e di corsa agli armamenti per poi sfociare nel conflitto aperto alla prima occasione utile.

Questo tipo di scenario è molto apprezzato dalla community ma non figura fra i più giocati in quanto richiede un certo grando di capacità comunicative, ovviamente in lingua inglese, e di notevole tempo in quanto le partite possono durare diverse ore.

La collaborazione e il tradimento sono la base di questo scenario. Inquanto, la penuria di risorse, in particolare dell’oro, la risorsa più rara e utile per l’addestramento delle unità migliori, lo sviluppo delle tecnologie e l’acquisto di risorse è spesso l’elemento scatenante dei conflitti. Pertanto, il commercio è fondamentale in quanto è un ottimo metodo per generare oro e di conseguenza le rotte commerciali che si creano nel corso della partita sono le prime ad essere colpite insieme ai punti di raccolta delle altre risorse portando a creare una fitta rete di scambi di risorse fra alleati per supportarsi a vicende mentre si cerca di coordinare gli attacchi per sopraffare il nemico.


English Translation:

Alliances and Intrigues: Diplomacy in Age of Empires II

Simone Vitolo (University of Turin)

For my talk, I have decided to focus on Age of Empires II, developed by Ensemble Studios and in which several software houses have collaborated over the course of the game’s more than two decades -long life.

In Age of Empires II, diplomacy is a marginal aspect of the game, with simple commands for collaborating with AI-controlled allies. In Historical Campaigns, on the other hand, interactions can be more complex, linked to secondary objectives and tributes. However, in such contexts, due to fixed conditions provided by the game, the player has the power to manipulate the various situations to his or her advantage. In fact, most diplomacy in Age of Empires II is handled by a simple screen where one can set the attitude towards a given AI between: ally, neutral and enemy.

But being a mechanic handled unilaterally by the player, except when there are certain scenario scripts, it is possible to set an AI allied to us as an enemy and thus be able to destroy it without it being able to resist if in the given scenario it has not been programmed to be able to change its attitude towards the player. This shows a great difficulty in creating a purely collaborative interaction with the AI and this leads the user to take advantage of it.

 This particular mechanic is inextricably linked to the conditions to be achieved in order to achieve victory. In the most complex scenarios, to achieve victory, it is sufficient to complete a certain number of pre-set objectives. For example, in the campaign dedicated to the Hauteville family, and specifically in the first mission ‘Arriva il Guiscardo’, the protagonist, Robert Guiscard, has as his objective the conquest of four Norman baronies as well as the destruction of a castle of his choice, either a Lombard or a Byzantine one. The entire mission is based on creating alliances and betraying them at the most convenient time in order to rise to power.

These aspects are sublimated in user-created scenarios for multiplayer play as human interaction and thus deception come into play. This is especially true in so-called ‘Diplomacy’ scenarios set in different parts of the world or even in maps representing the entire globe. Usually in these scenarios eight players start with a handful of villagers in a transport ship and as a first move you signal to the other players where you want to settle and from this moment the first disagreements arise leading to the first conflicts and the creation of factions.

Later, it is common for all players in the game to declare themselves allies and then begin their own subterfuges via the chat system that allows you to write to other players and change who we want not to read our messages. As the game progresses, conflicts will inevitably ensue, interestingly enough often involving aggression by multiple players towards the one who has failed to maintain satisfactory diplomatic relations or who has simply chosen the unluckiest place to settle. Afterwards, it is normal for two factions to be created, which experience moments of tension and an arms race, only to break out into open conflict at the first useful opportunity.

This type of scenario is very popular with the community but is not among the most played as it requires a certain amount of communication skills, obviously in English, and considerable time as matches can last several hours.

Collaboration and betrayal are the basis of this scenario. In fact, the scarcity of resources, especially gold, the rarest and most useful resource for training the best units in the game, developing technologies and purchasing resources is often the trigger for conflicts. Therefore, trade is crucial as it is an excellent way to generate gold and consequently the trade routes that are created during the course of the game are the first to be hit along with the collection points of other resources leading to the creation of a dense network of resource exchanges between allies to support each other while trying to coordinate attacks to overwhelm the enemy.

6 thought on “Alleanze e intrighi: la diplomazia in Age of Empires II”
  1. Thank you for your paper, Simone! It was definitely interesting, and it leads to some thoughts, and some questions!
    For example: how do you think AoE ‘diplomatic side’ is impacted, concerning multiplayer games, by the fact that, in theory, it is totally possible to win a game without fighting (e.g. by relic control, or by building a Wonder)? Do you think it could transform an AoE game into something more akin to a ‘grand strategy’ game, sidelining war (and despite the game’s obvious focus on it)? Could it allow the emergence of game-specific narratives which could favour this process?

    1. Well, in theory, my answer is ‘yes’. Even in AoE4, there are numerous scenarios to play where the objective is not fighting someone. However, the “problem” is what the community wants. Even now, it’s possible to play AoEII like a grand strategy game (we even have some interesting RPGs! Modders are so talented). But the majority of the player base wants to fight. For example, one of the most famous multiplayer scenarios is CBA, where eight players, divided into two teams, fight each other until death. Everyone starts with four castles and three gates that block the peninsula, and the units are created automatically until you get a villager from destroying some enemy gates.
      Like I said, in the community, everything exists, but even in some campaign missions, we can find objectives different from simply “destroy your enemies.” For example, in one of the missions of the Frederick I campaign, the objective is to convert the Milan Cathedral. If you play normally, you can easily convert some enemy villagers and build your base and your army. However, if you want to get a Steam achievement, you can, with a lot of difficulties, convert only a few military units (necessary to open a gate) and go on to convert the Cathedral without having an army. The good thing is that AoE is very easy to mod, so almost everything is possible. However, for a strategy game more focused on cultural or economic objectives, I think the games made by Paradox Entertainment offer more possibilities.

  2. Thanks very much for this Simone – I’d never thought of playing Age of Empires in this way. Do you see any signs of players making use of the other non-violent elements of the game alongside these efforts at diplomacy? Does this lead to greater use of trade for example?

    1. Well, trade is almost always crucial in the late game in team matches since gold is the rarest resource on the map. Additionally, some civilizations have unique bonuses involving trade, such as discounts on trading units, increased speed, higher earnings, or even unique buildings like the Portuguese Feitoria that generate a constant income. In some campaigns, the objective is to reach a certain amount of gold, but this can often be achieved by razing or other specific requirements. Perhaps the only mode that really highlights trade is “Forest Nothing,” where, as the name suggests, there is nothing but forest. To play this map, you need to harvest wood and obtain food from farms, while stone and gold can only be procure by selling the first two resources.

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