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Phoenix Point - Interview @ RPGCodex

by Hiddenx, 2017-05-06 08:50:46

The RPGCodex has interviewed Julian Gollop about XCOM and Phoenix Point:

RPG Codex Interview: Julian Gollop on Phoenix Point

You designed one of the most enduring games of all time in X-Com and with that has come a good measure and respect for the Gollop name. However, you never really threw your name into the spotlight, a la Sid Meier, Tim Schafer, Warren Spector, etc. Did your ‘name’ get signed away to Microprose or did you simply prefer to stay out of the limelight?

I had no specific intentions with regards to either being in or out of the limelight. I just wanted to make games.

Speaking of names, are there any people who have had a large influence on you and your game design recently or in the past?


Blimey. In the past there would be boardgame/RPG designers such Gary Gygax, Greg Costikyan, Marc W. Millar, and then computer game designers such as Mike Singleton, who made the excellent 'Lords of Midnight', and Sid Meier, of course. Recently Jake Solomon and Ananda Gupta for their work on the new XCOM series.

[...]

Can we expect procedural design approach for both battlescapes and the geoscape?

There will be significant random elements in both the battle maps and the strategic map.

There’s an argument between 2-AP and Time Units. On Reddit, where the poll for this debate ranked low on importance, you said, “There was a slight preference towards Action Points - but the biggest vote was in the middle. I am not sure how to interpret this.” This leaves the question somewhat up in the air. However, I believe the style of the game itself will inform the decision here. XCOM1/2 used the 2-AP system, but it also implemented ‘ability’ usages, sticky cover-shooting, boxy maps, and other boardgame-like elements that seem to benefit from simplified move/shoot sequences. A TU-system, though my personal preference, would not have worked in the Firaxis versions of XCOM, nor do I think the 2-AP system would have worked well in X-Com, all things being the same.

So the big question: Time Units or 2-AP or a mix? Lot of folks chomping at the bit to know this one, ha.

It seems to be a really contentious issue. At the moment we have a nominal 2 action system which is extended by two things. Firstly, if an enemy becomes spotted during movement, then movement is halted, allowing the player to react by either moving or firing. Secondly a range of special actions can extend the number of things a character can do in a turn. These cost 'will points'. Overall its more flexible than modern XCOMs, but still keeps the pace of the game relatively high. My concern with a pure Time Unit system is that it can result in the most optimally effective play being very slow, and ultimately a bit boring. There may be other ways to solve this, and we will experiment some more without a doubt.

[...]

 

Information about

Phoenix Point

SP/MP: Single-player
Setting: Apocalypse
Genre: Tactical RPG
Platform: PC
Release: Released


Details