EDGE

XCOM PROTOTYPE

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Developer Firaxis Games

Sid and the company, they gave me and another programmer six months. I wasn’t even really a designer at this point, I just really wanted to make XCOM and we had the licence to it. When I got the opportunit­y I still had this arrogance that it was gonna be great.

I was using old Unreal Engine assets and so unqualifie­d. Instead of focusing on the really hard stuff, like how to make it fun, I focused on an inventory system. By the end of the six months, you could walk these guys around, they had time units, they could shoot. There was a fully fleshed-out inventory system, for fuck knows what reason. It was absolutely terrible. It was just a classic case of overengine­ering. It looked cool, for what it was, but it was no fun at all.

We showed it to the company and everybody was very nice about it. But I was relieved. I was like, “Obviously I’ve done a terrible job. I’m no good at this”. And so I joined Sid on Civilizati­on Revolution. But what had happened was that, [by getting] my shot at making that XCOM prototype so early, I did get the bug for design.

“THAT’S THE MOST IMPORTANT THING. YOU’VE GOTTA EAT YOUR OWN COOKING”

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 ?? ?? In his first attempt at XCOM, Solomon stuck close to Julian Gollop’s blueprint, capturing the engrossing granularit­y that treated every unit as an individual
In his first attempt at XCOM, Solomon stuck close to Julian Gollop’s blueprint, capturing the engrossing granularit­y that treated every unit as an individual
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