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Re: Morning Interviews
Apr 26, 2013, 17:32
10.
Re: Morning Interviews Apr 26, 2013, 17:32
Apr 26, 2013, 17:32
 
Flatline wrote on Apr 26, 2013, 16:15:
jdreyer wrote on Apr 26, 2013, 12:55:
A couple of good articles. Interesting to hear Julian's thoughts on XCom. Sounds like he had a lot of the same design issues we did. Funny he had trouble finishing it though.

Yeah, adding multiplayer to a story-driven single player game makes no sense. I can see multiplayer in a sandbox style game like Skyrim, maybe, but even there totally unnecessary.

Yeah good interview. I don't think the changes he was talking about would have degraded the game or made it less popular. Pseudo-random maps (bricks of pregenerated buildings put together, and set missions can be hand-designed). The Satellite system was weird. You could easily game it pretty hard, especially mid to late game, deploying satellites where needed only when terror levels hit certain heights. I miss selling stuff you manufacture. Badly. In the beginning you're so cash starved that selling off a few extra gizmos you make would be alluring, not to mention once you get a set of plasma weaponry there's no point in having lasers any more. My first game was a disaster because I built ten laser rifles, figuring to keep 5 and sell 5, and realized to my horror that I didn't have the ability to sell my weapons!!!

Multiple bases (or at least outposts with a main base- you farm out troops to the outposts) would have made losing your troops less painful, since you could train/transfer around troops.

Random, agenda-driven aliens would have been kickass.

And finally, I wanted to see other environments. Snow, desert, jungle, a terror mission in a favela, where your plasma weaponry was especially destructive, would have been awesome.


Yeah, I felt pretty much the same way. They could have maybe formalized some of the strategies that developed from the original. Instead of actually building and then selling mfg'd stuff, you could just set the production to produce money at a certain rate based on your tech level instead of having to micro-manage it. That's the kind of efficiency and improvement I'd like to see on the original. Not gutting major features to replace them with pretty but very thin veneers.

Expand and polish the interesting elements of the original, basically. Less cop-outs and weak design.
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  Re: Morning Interviews