Hi guys, stumbled upon this interesting video about one of my most favorite games of all times - XCOM.
I thought you may be interested on how Firaxis solved the same issues we are essentially facing in our game: a well known and respected brand, successful core mechanics, yet the need to improve gameplay and increase the fun.
It also nicely shows how modern game design often works: it isn't locked down in a moment of genius and then implemented, but rather iterated according to a vision with many parents under one vision-keeper.
XCOM Iterative Game Design Video: youtube.com/watch?v=U168v1-3YbA&feature=share
Hopefully you see the parallels to our game and our work on Conflict of Nations: exactly 12 months ago we kicked off the development of the game and I can proudly say that we have come a long way since we started - in no small part due to the feedback provided by all the enthusiastic beta players.
//G
I thought you may be interested on how Firaxis solved the same issues we are essentially facing in our game: a well known and respected brand, successful core mechanics, yet the need to improve gameplay and increase the fun.
It also nicely shows how modern game design often works: it isn't locked down in a moment of genius and then implemented, but rather iterated according to a vision with many parents under one vision-keeper.
XCOM Iterative Game Design Video: youtube.com/watch?v=U168v1-3YbA&feature=share
Hopefully you see the parallels to our game and our work on Conflict of Nations: exactly 12 months ago we kicked off the development of the game and I can proudly say that we have come a long way since we started - in no small part due to the feedback provided by all the enthusiastic beta players.
//G
"Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf