The only way to do that with a squad-maybe in a real-time game you’d take it as fair for the computer to steer one of your characters-but in turn-based, they have to have the time to say “ok you move there, you move here. If I’m gonna make it really hard, and have these real consequences like permadeath, then the player has to perceive the experience as completely fair. Like if the AI is pathing your guy to get shot, you’re gonna be like, “well that’s fucking bullshit! I wouldn’t have walked there.”īasically I want to make the game fair. So if I’m killing the player’s soldiers, I can’t have the AI at any point controlling the soldiers. This may be too technical, but this game had to be turn-based because soldiers die in it. This development process has been very long, and I’ve considered a lot of things design-wise. Has there been a general turn away from turn-based games? Did you adapt the game at all to this trend? There’s certainly a big fan base towards these games, but in terms of the industry, the game is turn-based. So we couldn’t do it! Plus the team-I mean, not the skill set, but in terms of the guys actually interested in making the game, there probably aren’t that many. But destructible environments ten years ago-let’s say if we started the development process then, that would’ve been crazy. And so we were uncomfortable-a lot of times with Firaxis, we make Sid games, right? We wanted to make a real XCOM. If we make a game called XCOM without destructible environments we’re not really making XCOM. It had all these things we considered core to the experience-fog of war and destructible environments. The real problem was that the original was in 2D. I was certainly pushing for it for quite some time. Kill Screen: Why did it take so long to get a new XCOM off the ground? I caught up with Jake Solomon, the game’s lead designer, to talk about remolding the classic for a new generation of developers and gamers. Fans had mostly lost hope, until earlier this year when Firaxis Games – the studio run by Civilization legend Sid Meier – announced that they were developing a modern remake of the original game. “Spiritual successors” and embarrassing or bizarre spin-offs came and went. Despite persistent pleas from fans to continue the main series, XCOM remained mostly dormant as the industry shifted from 2D to 3D environments. PC gamers regard the turn-based alien-invasion nightmares XCOM: Enemy Unknown (1994) and XCOM: Terror from the Deep (1995) as two of the best games ever made.
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