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In this episode of Critical Moves, we sit down with Ben Angel, narrative lead and designer on the Age of Empires 2: Chronicles DLC campaigns. Ben shares fascinating insights into creating compelling narratives within the constraints of RTS gameplay, where players experience stories from a distant, zoomed-out perspective.
We discuss how Chronicles tackles the inherent challenges of storytelling in strategy games—turning abstract barracks and identical units into specific, memorable moments through careful writing and design. Ben explains how dialogue can function like a "radio play" running in the background while players manage their armies, and how writers must give specificity to generic gameplay elements.
The conversation explores how the team designed varied campaign scenarios that break away from the repetitive "build base, create army, destroy enemy" formula. We learn about their approach to difficulty scaling, historical authenticity versus accuracy, and why the silent majority of RTS players—those who prefer single-player campaigns—deserve more attention from the industry.
Ben also reflects on the state of narrative-driven RTS games, the lessons from classics like Rise and Fall: Civilizations at War, and what the future might hold for story-focused strategy content. Whether you're an Age of Empires veteran or simply interested in game narrative design, this episode offers a rare behind-the-scenes look at creating meaningful stories in the strategy genre.
https://criticalmovespodcast.com
By Critical Moves PodcastIn this episode of Critical Moves, we sit down with Ben Angel, narrative lead and designer on the Age of Empires 2: Chronicles DLC campaigns. Ben shares fascinating insights into creating compelling narratives within the constraints of RTS gameplay, where players experience stories from a distant, zoomed-out perspective.
We discuss how Chronicles tackles the inherent challenges of storytelling in strategy games—turning abstract barracks and identical units into specific, memorable moments through careful writing and design. Ben explains how dialogue can function like a "radio play" running in the background while players manage their armies, and how writers must give specificity to generic gameplay elements.
The conversation explores how the team designed varied campaign scenarios that break away from the repetitive "build base, create army, destroy enemy" formula. We learn about their approach to difficulty scaling, historical authenticity versus accuracy, and why the silent majority of RTS players—those who prefer single-player campaigns—deserve more attention from the industry.
Ben also reflects on the state of narrative-driven RTS games, the lessons from classics like Rise and Fall: Civilizations at War, and what the future might hold for story-focused strategy content. Whether you're an Age of Empires veteran or simply interested in game narrative design, this episode offers a rare behind-the-scenes look at creating meaningful stories in the strategy genre.
https://criticalmovespodcast.com