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 cast, I sat down with the lead designer of Pavonis Interactive John Lumpkin to discuss how wanting to make XCOM better lead to the Long War mod, his company: Pavonis Interactive, and the future with Terra Invicta.
If it wasn’t for a damn cold a few days before, I would have actually been on time with this GOTY list. For my #1 game, it’s a master class of improving a game that was already excellent to begin with.
We’ve talked about the use of RNG or randomization in game design before. When it works, it can give a game a lot of replayability. However, too much RNG and the player has no control over playing the actual game. For today’s post, I want to talk about how developers have found ways large and small to give the player a chance when the RNG Gods are not smiling on them.