DevBlog: Truth or Fiction

As previously announced, we want to use these DevBlogs to give the Anno Union community an opportunity to learn about various team members’ work, and some of the considerations going into it. For today’s entry, we have drafted our Game Writer Matt Cook to explain how Anno cares about history without being historically accurate:

Hi, I am Matt- Game Writer, former Brit turned European, and new to the Anno-Team. Welcome to my world! A world a bit like our own, but then, not quite…

A history in broad strokes

Anno’s world is a tongue-in-cheek celebration of mercantilism, in which time, place and identity blur. Yet we expect the game as a whole to define the 19th century as an era of industry, discovery and revolution.

Some of you wonder if real historical figures will appear in our game. The short answer is no. The long answer is that this has never been the Anno way. It shows how inspiring and evocative this era is however, that people have already come up with so many good suggestions for historic personalities they would like to see.

A matter of opinion of course, but I often find divergence from history, and anachronism jarring in games (unless of course this is a conscious choice) – and by parallel and parody, Anno has always sought to avoid this. For example, Napoleon and Queen Victoria will not appear in person in Anno 1800, but you may find their personalities and even their appearances very much alive there.

Playing Anno 1404 as part of my devilish indoctrination into the cult of Anno, I was struck by how close the AI personalities were to satire and caricature. I can’t help feeling Anno characters are at their best when they have that boldness, even if it means humor has realism by the throat.

Anno Character Characteristics
Take the characters in our recent poll; a blend of archetypal and specific people from the period. Somehow they are larger than life, while still remaining unique. I like them all, but the Occultist is my favorite. She really captures the spirit (!) of an era in which rationalism and romanticism meet. Think Verne, Shelley, Dickens and all the rest – Anno could touch upon the curious, the mysterious, even the supernatural – as well as the productive, grounded core we know and love.

I’d be very interested to hear in the comments how you feel about such possibilities, because 19th century people were fascinated by the unexplained. Keep in mind that “unexplained” is a key word. The intention with Anno is always to create a believable, substantial world based on (albeit cherry-picked) historical fact, and we would always be careful never to cross the line into fantasy. But think for example about the emergence of forms of entertainment such as stage conjuring, or how some claim to have caught fairies on photograph, or sailors returning from sea voyages with tall stories, and you get the general idea. How conservative or brave should we be?

A History of our own
Besides anything else, Anno has its own tradition when it comes to the setting: the recurring characters, like a reassuringly gentle Jorgensen in every iteration, or the different guises of our stalwart fish and ships over the years.

Perhaps Goldfurt was your best island ever. Perhaps Lord Richard Northburgh was the sort of person you’d hope to meet in a world as dark and cruel as 1404. Anno has every reason to remain true to itself, and some of that history will not be lost or forgotten in Anno 1800.

Anno: A study.
But does all this “vagueness” about history mean that we aren’t meticulous about detail? Of course not. You can’t create any kind of world (ask any writer worth their salt) if you fail to research your inspiration, which when coupled with imagination, creates a tangible and plausible sense of place. The labor movement, the industrial revolution and other sweeping changes the world witnessed in this remarkable century, are already a huge part of the game.

In our researches at the Mainz studio, we also profit from a collaboration with our colleagues around Ubisoft, who are helping us to steep the game in real history. Alongside the detailed visuals, we believe the atmosphere and narrative will have those with an interest in the period smiling sagely at all the little references, as their picturesque settlements become vibrant metropolises.

So what do you imagine?
As a writer, I am curious as to what ideas the era conjures up for you. What was your first thought on seeing the announcement of Anno 1800? Which event, theme or even personality was your first association for the 19th century? I am looking forward to your comments, and indeed to talking with you all again in the near future.

Matt

Multisession gameplay in Anno 1800

Time to get serious! As previously announced, we want to use the Anno Union to give you more insights into various aspects of Anno 1800. Starting things off is our Creative Director Dirk Riegert, who has been working on the series since the Anno 1701 days. In today’s extensive DevBlog, he will explain a core aspect of our new game: the multisession gameplay.

Our entire team is following the comments and feedback on the Anno Union with great interest and that of course includes myself. One topic that I keep coming across during my evening reading that many of you seem to have questions about is the so-called multisession gameplay. As we had always planned to start our proper DevBlogs with a meaty subject, this seemed like a perfect candidate to do so.

Looking back at Anno 2205

To be fully able to appreciate the changes we made to the system in Anno 1800, we first have to circle back a bit. Multisession gameplay is a fairly new element for the Anno series, as it was first introduced with our last game Anno 2205. This allowed players to connect several separate worlds (called “sessions”), and to transfer goods between them. Our goal for it was to create a larger, persistent game world while combining various different maps (in the case of 2205 for example, Earth and Moon). At the basic level, we were pretty happy with this new feature as it offered us many new game design possibilities. Moreover, players seemed to like it as well, voting the multisession gameplay as one of their favorite new elements of 2205 (alongside the ability to move buildings and production modules).

How can we go further?

Despite all that, our post-mortem analysis of Anno 2205 also showed us that there were many avenues where we could go even further to improve the multisession gameplay beyond that game’s implementation, as the expansion of the game across several sessions had some big implications. We identified four main parts that we wanted to address to ensure that the multisession gameplay fully met our expectations.

  1. Gameplay freedom
  2. The size of the game world
  3. A focus on your home session
  4. The game world’s integrity

To spoil the good news- we have made major improvements to each one of these aspects. So read on for much more details how we achieved this.

A question of freedom

The gameplay freedom to do as you please within the provided systems has been a core pillar of the Anno philosophy since we started with 1602. However, the multisession gameplay implementation in Anno 2205 did not fully deliver on this, as players were quickly required to settle in additional sessions to progress in the game. While it was possible to stay in your first session for as long as you wanted, this effectively limited your game progress. This lead to some players feeling limited in their ability to play Anno the way they want to, including the option of moving to additional sessions at their own pace (or not at all, even).

One session? Multiple sessions? It is up to you!

By comparison, the multisession gameplay in Anno 1800 is a lot more flexible. From a certain point on, players will be able to decide if they want to move to a new session. We know that exploration and that sense of discovery it instils are important aspects for some of our players, so we want to allow you relatively early on to set out and discover not only new islands, but also new sessions.

But there are also those players who prefer a “my home is my castle” approach, and who are more reluctant to move beyond their home island. These players prefer to make the move to another session much later in the game, once they feel fully familiar and comfortable with the gameplay. Allowing this flexibility is important for us with Anno 1800.

We are even going further to allow for those players who would prefer to only play on their starting map, as we aim to make the move to a second session entirely optional. We expect that the vast majority of players will spread out after a certain point to fully experience the full breadth of gameplay, but we will enable players to stick to their home session by focusing on trade to acquire other goods. As a side note, we currently plan to limit the classic multiplayer experience to one large session for 2-4 players.

Size matters after all

Fully understanding our goals for the multisession gameplay requires us to dive a bit into hard numbers. Staying forever in on one map is all nice and dandy- but only if it delivers the intended gameplay fantasy. For example, while the individual islands in Anno 2205 were much bigger than in previous Anno games, the maps were in turn much smaller. To see a concrete example, take a look at this graph, showing the respective to scale sizes of the game worlds in Anno 2070 (comparable to Anno 1404), Anno 2205 and our plans for Anno 1800.

As you can see, Anno 2205 had the smallest game worlds at 800×800 grids (grids being the name we use for the square units you build on). The worlds of Anno 1404 and 2070 were comparatively much bigger at 1200×1200 grids. And with Anno 1800, we take it a step further with massive 1600×1600 grid worlds.

For those of you hoping (or maybe fearing) that this means that the game world has also proportionally grown, we present this next graph, which shows the distribution of islands you can build on in the world. Whereas Anno 2070 offered around 25 islands per map, Anno 2205 reduced the number to five islands on average (we made some post-release changes with free patches and DLCs). With Anno 1800, we are going back to an island count that is more comparable to 2070 and 1404, offering up to 4 players (be they human or AI) enough space to advance to the highest civilization level. The reason that the world is comparatively bigger is that we have increased the size of the islands (especially your starting islands) to allow for more buildings, mountains that are more impressive and our huge monument. Thanks to these changes, each session should offer players enough space to for a full-fledged Anno experience. Which begs the question why we are even bringing back sessions? I am glad you asked!

A safe harbor

Similarly to how the fantasy of settling on the Moon drove the decision for the multisession gameplay in Anno 2205, our new setting in the age of industrialization and imperialism will also benefit from allowing players to move beyond their home map. We consider the players first session as kind of a home base, where their capital city will be located, and where they meets their allies and foes. After taking roots there, they are free to spread out and extend their area of influence to other regions.

Thanks to the inclusion of the multisession gameplay, we are not limited to your stating session when it comes to breathing life into the game world. After all, what proper empire would be limited to just one map?

On the other hand, we don’t want players to have to spread themselves too thin across to many sessions, leading to constant switching between them as could be the case in Anno 2205. This is why we will be very careful with the introduction of additional sessions. Our current plan is that we will offer a second big session beyond our stating map at launch. Here we are following the notion that sometimes less is more. This especially the case as (as explained above) the individual sessions are far larger and offer more gameplay than they did in 2205.

And while our restraint when it comes to the number of initial sessions is primarily driven by gameplay considerations, it comes with some has technical benefits. We were able to minimize the loading times between sessions, as they are simulated in parallel (after an initial load when you start).

The integrity of the game world

The last point of focus when it comes to improving the multisession gameplay in 1800 is the integrity of gameplay. This was an issue in 2205 as some of the typical Anno elements did not come together in a satisfying away, which sis something that we aim to rectify with 1800.

For example, there was a lack of immersion when it came to the transportation of goods, as they were not really transported from A to B, and rather managed via abstract balance sheets. To fit into the world of the 19th century, all goods in Anno 1800 once again exist as physical items that need to be transported between locations. This happens with the classic carts on the islands, and of course with ships when it comes to transportation between islands. And we are paying a lot of attention to the changes that happened to shipping during the industrialization, as time is an important factor during shipping. And not just between islands, but of course all when sending your transport ships between different sessions.

Also, contrary to Anno 2205, military engagements are no longer taking place in special “event sessions”. They are once again part of the main session in Anno 1800. How exactly these engagements work and what role multisession gameplay has there is however a topic for another DevBlog.

What do you think?

Now that I have spent two and a half hours typing up this in-depth answer to all of your questions regarding the multisession gameplay, it is your turn- we want your feedback!

This this DevBog help you to get a clearer picture of where we are headed with Anno 1800? What sounds most exciting to you, and what aspects of the multisession gameplay are you worried about? Would you personally prefer to stick to your home session, or are you more interested in exploring to world to its fullest? We look forward to reading your thoughts and ideas.

Thanks and until next time,

Dirk, Creative Cart Pusher

DevBlog: Building Blocks and Milestones

Have you ever wondered how game development is structured and how we work on certain features of the game?

To let you help us shape the future of Anno 1800, we will provide exclusive insights into how our team in Mainz works and with that, get you ready for future feedback sessions and playtests.

Concept phase
With our vision (outlined in this previous post), we had an idea about the game’s premise but the concept phase would help us to define what features the final game would need in order to achieve our goals. That process can take a while and involves a core team of experts, dedicating their time researching and designing the concept. There are creative aspects, game design elements and production steps, which ensure that our vision is achievable and feasible. Every game developer would love to create the biggest game ever seen, but we have to work within the boundaries of development time, work force and budget, with all of them being closely intertwined.

With our final concept for the game, we build our first playable prototype. Often called “vertical slice”, this first prototype helps to test if our concept works and if we are on the right track. With a complex project like a new Anno, which involves a big team of experts over many years, it is an important step to decide if we can start development with the current vision, or if we have to go back to the drawing board.

Pre-Alpha
While we announced the new title during Gamescom, the team started the actual development several months ago, with the pre-production phase. During this time, we take all the features and concepts from our vision to work on the foundation of the game.

So at what stage is Anno 1800 now? To be even more precise, we are right now in the pre-alpha state, which is when all building blocks of the early pre-production come together. During this time, the game is playable but usually in a very rough state and many features are still very bare bone or even placeholder. With the pre-alpha state, our goal is to achieve the full Alpha version of the game to follow up with a similar process for the Beta.

One example from our Milestone Meetings- a clip of one of the new ship assets in the game

Getting the game ready for the Alpha phase requires the manpower of the whole team. Game development is split into various disciplines – from concept to 3D artists, game designers, various coders (gameplay, engine, network etc.), writing and content creation, QA and many more. It would be too much to dive into that today, so we decided to dedicate some of our future DevBlogs to these various disciplines.

While talking about disciplines, it is the responsibility of the production team to oversee that process and to ensure that the work of all disciplines comes together. As the different development disciplines rely on each other’s work, the production team defines a roadmap to ensure that everything comes together at the right time.

To create the development roadmap for Anno 1800, they need to define the important parts to work on and ensure that the allocation of the workload is doable and fair. Our roadmap has set milestones, which are two-month long development cycles to check if we are on track with our development. Think about it like managing an extremely complex production pipeline in an Anno game.

And if you wondered about the header photo of today’s blog- at the end of each milestone, our team sits together for a two hour long meeting to through everything we achieved in the last two months.

To give you an idea about our latest achievements up to this milestone, we were busy creating ship assets and polishing the ship AI, the monument functionality is now working in a basic playable state, we had basic implementation for multiple savegames and did the groundwork for the AI construction behavior. In future development blogs, we will give you more insights into the current state of the various game elements.

Here is the same ship with a technology called cloth subsurface scattering enabled, allowing the sun to shine through the sails for a more realistic look

Playtesting and Feature collection
When we reach the Alpha milestone, feedback becomes a crucial part to further develop the game. And as you might imagine, the Anno Union will be a major factor to get that feedback.

Our Alpha goal is to see if the implemented content works, if we need to change/correct anything, if something is missing and if it feels great to play. Complexity and gameplay experience will also be focal points for the Anno Union.

During Alpha, we will perform frequent playtests in our own team as well as focus-tests and diary studies where we allow a small group of people to test the game. We will evaluate that feedback and perform feasibility checks to see if it is possible to implement certain suggestions and ideas into the game. Just changing existing content or even adding new features could lead us to cut down other content. For that reason, such checks are important to ensure that we stick to our design principles and vision for the game.

After implementation, we proceed with further playtests if the newly implemented features are working. That process continuous until we reach the release state of the game but changes in scope and focus during the Beta stage, where it is more about bug-testing and balancing.

How your feedback impacts development
Innovative features or major changes often cause discussion in our team and that is where Union feedback becomes incredibly valuable. With the ongoing series of developments blogs, we will give you details about such features and want you to help us making those hard decisions.

Here are three examples of how we gather your feedback:

Make your vote count
A straightforward process is to let you vote on a variety of different possibilities, which we will present you with a vote or survey. That gives us very specific data about content and features and the results will become a major deciding factor in our decision process.

Community creativity
The second way is a more creative approach, such as what kind of ideas do you get when we present you a certain feature. That allows us to see if we are on the right track of if we need to steer the ship into another direction. Sometimes, the result of that are creative ideas from our community, which might lead to feature or gameplay detail we never had in mind.

Answer focused questions
Finally, the third option is to ask you straight away for your suggestions and wishes. We will present you with a framework or scenario and ask you straight out for your feedback and ideas. Also here, we have to always evaluate and see if it fits our vision and design principles of the game. There is still a lot of room for creativity but is more focused.

What’s next
After we gathered all your feedback, our production team will have meetings and will perform further feasibility checks and evaluation. A lot of people working on the game and with such a large project, we have to work in the scope of our possibilities. We plan to give you more insights into the decision making process over time, as we plan to talk more about the state of the game in future update blogs.

And the Community Developer?
The Community Developer takes part in many of the mentioned development processes to ensure that we use your feedback to shape the game. To give you an idea, he will join production meetings, represents our communities in our milestones and provides feedback reports to the team. As communication is key, we placed him in the same room as our producers and our veteran Production Mascot Norbert. As our office plant Norbert has been part of the team for a long time now, he also gets a more prominent spot with more sunlight than our ComDev does.


Producers at work, with a healthy level of oxygen guaranteed by Norbert.