Jason
chasing a bee
<strong>[ Interview ]</strong>
There's an <a href="http://www.gamasutra.com/view/feature/5987/putting_the_xcom_in_xcom.php" target="_blank">interview on Gamasutra</a> with XCOM creative director Jonathan Pelling that goes over the now familiar talking points about how XCOM is actually staying true to the "core tenets" of X-COM.
<blockquote>When you speak of "core tenets", is that what you're referring to, those principles?
JP: Yeah. You know -- it's what makes XCOM XCOM. It's more of an emotional state. When you're playing the game, this is how I'm feeling, and that's the most important thing that we're trying to capture with this game. It's not so much the nitty-gritty mechanics, but translating that into something that still feels the same to play, that still achieves the same feelings in players that [the games] used to, but now in a much more modern way.
</blockquote>On a more interesting and less sphincter-tightening note is what <a href="http://www.gamasutra.com/view/feature/5987/putting_the_xcom_in_xcom.php#comment60946" target="_blank">Julian Gollop said</a> in the comments section:
<blockquote>Personally, I would have gone with a turn-based game system - but no one asked me. Actually, I was developing an X-Com style game called Dreamland back in 1999 - turn-based but 3D (actually very similar to Valkyria Chronicles in the way it worked). Sadly, it didn't see the light of day. </blockquote>Yes, I know Dreamland Chronicles might've sucked (multi-platform development is dangerous business), but it still <a href="http://www.gamespot.com/pc/strategy/ufoaftermath/news.html?sid=2625035&mode=previews&page=1" target="_blank">sounds glorious</a> compared to what we've been stuck with.<p>Spotted @ <a href="http://www.gamasutra.com/">Gamasutra</a></p>
There's an <a href="http://www.gamasutra.com/view/feature/5987/putting_the_xcom_in_xcom.php" target="_blank">interview on Gamasutra</a> with XCOM creative director Jonathan Pelling that goes over the now familiar talking points about how XCOM is actually staying true to the "core tenets" of X-COM.
<blockquote>When you speak of "core tenets", is that what you're referring to, those principles?
JP: Yeah. You know -- it's what makes XCOM XCOM. It's more of an emotional state. When you're playing the game, this is how I'm feeling, and that's the most important thing that we're trying to capture with this game. It's not so much the nitty-gritty mechanics, but translating that into something that still feels the same to play, that still achieves the same feelings in players that [the games] used to, but now in a much more modern way.
</blockquote>On a more interesting and less sphincter-tightening note is what <a href="http://www.gamasutra.com/view/feature/5987/putting_the_xcom_in_xcom.php#comment60946" target="_blank">Julian Gollop said</a> in the comments section:
<blockquote>Personally, I would have gone with a turn-based game system - but no one asked me. Actually, I was developing an X-Com style game called Dreamland back in 1999 - turn-based but 3D (actually very similar to Valkyria Chronicles in the way it worked). Sadly, it didn't see the light of day. </blockquote>Yes, I know Dreamland Chronicles might've sucked (multi-platform development is dangerous business), but it still <a href="http://www.gamespot.com/pc/strategy/ufoaftermath/news.html?sid=2625035&mode=previews&page=1" target="_blank">sounds glorious</a> compared to what we've been stuck with.<p>Spotted @ <a href="http://www.gamasutra.com/">Gamasutra</a></p>