Sebastian: To get all the wares for ANNO 1404, we started out with extensive research, and created several long lists afterwards. Pepper, for example, was worth its weight in gold these times and was not available to the common folk. But the very next level, the Citizens, demand for Spices, which seems a little out of place. How the hell are you choosing these goods and production chains, anyway? I can believe that Peasants take their only nourishment from fish.
Simon: Alright… so that’s why your Aristocrats don’t live in castles, but in Biedermeier-era town halls and are busy all day lighting new candlesticks. These levels have to be visually distinct while looking more impressive with every step.Įvery civilization level got its own look Secondly, the buildings should fit their particular civilization level. When players are looking at their island from above and search for their Charburner’s Hut, it is easier to spot the house with the large charcoal stack instead of searching every cabin for the black guy. Primarily, they need to be distinct and recognizable, even at a large distance. And they all have to follow some common rules. There are a lot of buildings in this game. And you already called the reason for this mishmash: It fits. Just look at the architecture: I can see Gothic, Romanesque, Renaissance… simply anything that seemed to fit somehow. Simon: Yeah, looking at some artworks, you are really exploiting this freedom to its fullest. ANNO is just the setting and the rules, but it is up to the players to choose their path – whether as a diplomat, guild master or master builder.Īnd by the way, the rough time frame gives us far more freedom when choosing which Goods, Buildings or Technologies become part of the game. It is not about letting players discover America or survive the French Revolution, but to have them write their own history. For ANNO, we are always looking at a large timeframe instead of a single event. Simon: So, why actually 1404? That may have been an exciting year, but I cannot think of any decisive event to remember it by… instead, for example, 1492 or 1798.
And some time later, the discussion swerved towards the background of ANNO 1404. After Simon aced his state examination, they had some celebratory beers. The younger brother studies history, while the elder works on a videogame with historical setting. In the case of Simon and Sebastian Bombera, it is a common fascination with the past. They may be inconspicuous, but are still there: Similarities between brothers. And now, here is my personal translation: To my knowledge, it never got a translation into English. Yes, I am carrying this Games – Reality theme around for some time now. Back in 2009, I wrote a Developer Diary for ANNO 1404.