![]() One way that Firaxis went about creating unpredictability for their players was by making sure they never saw the same map twice. “I think what’s valuable as a player is that when you go into a game, the challenges you’re confronted with are unpredictable.” ![]() “If we were to use one word to describe our tactic, it would be the idea of unpredictability,” said Solomon. ![]() While confident in the core systems of XCOM: Enemy Unknown, tackling the sequel meant creating a more mercurial set of challenges, ones that wouldn’t be the same from player to player. ![]()
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