On my new computer, I finally had a chance to sit down and play XCOM 2 War of the Chosen by Firaxis, without the technical issues plaguing my old PC and see the game in its full light. I’ve said many times over that Firaxis’s take on the venerable franchise comes close to being my perfect game, but the issues I have with it keep it from that lofty position.
This year, I’ve been able to play a variety of tactical strategy games, and I can finally put into words why I feel XCOM and XCOM 2 just don’t work for me from a design perspective.
For this week’s Dissecting Design, we’re going back to look at one of the greatest video games of all time: X-Com UFO Defense. In this video, I talked about how X-Com combined different systems to create a unique take on strategy design.
Please note, due to problems with OBS, I had to record the game like this, as full screen it wasn’t working.
It’s time for my top three games of 2016. We’re starting off with a sequel to one of my favorite titles in recent years and proof that the developer didn’t get lucky with their first run.
Recently, I spoke with Mark Venturelli who designed the game Star Vikings. We’re going to dedicate a cast to the game soon, but there was a really good topic we talked about that I wanted to bring up. Probability is a major part of many game designs throughout the years, but comes with its own set of hurdles to deal with. For today’s post, I want to explore the trouble of balancing probability in your game.