I believe it can at least alleviate the problem for many.
Like I don’t really like Malta’s design in AOE3. It’s comic. It has a lot of unnecessary gimmicks like teleporting and exploding buildings. But it is called Maltese, not “Defenders of the Island” or “Jean Parisot” so you won’t find it standing out in the civ list.
For future civ designs, I think they should start with concepts that won’t have naming problems (because it is so easy. Look at the 40+ civs in AOE2 and they all have proper names). But I guess the whole variant civ thing is limited by time and budget so they have to find names after finishing most of the variants rather than the other way round.
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But my real worry is that modern games in general seem to lack a distinct “tone” or theme that earlier games have, and lack basic care for that. They tend to all sound and look like generic pop culture when they don’t have to. That is sad. I hope we don’t go down that path.
Most FPS games whatever the setting or tone have bright colorful weapon skins and unfitting character designs from anime and celebrities. I don’t really like AOE3’s comic hero skins. They can be cheat units, easter eggs or time-limited events, but not in the main game that you would see occasionally.
Ironically AOE4 started with maybe a tone. It had actual documentaries for the campaigns (which is ironically the “wider audience”s’ greatest impression about this game). Then it discarded that tone in its very first expansion.
That is why I’m actually the most critical about “Empire of Jade” and “Zhu Xi’s Legacy” than all the others. These are the names you may find in generic fantasy games, or the skin store page of a mobile gatcha, but not in a game based on history. Especially when there are far better candidate names and concepts out there, and you can completely avoid the naming and immersion problems if you take a slightly different path requiring not much additional effort.
And especially in the already very niche genre of RTS, especially especially historical RTS. I can understand it for the larger games like FPS when they collaborate with others to expand the audience, but I don’t think the “wider audience” who would never care about RTS or AOE would think “wow this game allows you to play Jeanne d’Arc or really cool names like Zhu Xi’s Legacy” and immediately dive into it.
It is smart (and sneaky) when games use real historical settings. You skip most of the world building. People can already attach those names with certain images before looking at the game. History is more dramatic than any artificially-created drama. Those are the advantages of using such settings. You already earned yourself without any additional effort a basic level of immersion which most generic fantasy world building would never achieve, and you need a lot less effort maintaining it. I don’t think it should be discarded. And I would overreact when developers and players of games that take the advantage of history don’t show basic respect to history.