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Da Marvel's Midnight Suns spillede som Xcom føltes det "forfærdeligt" at spille
Firaxis måtte foretage gennemgribende ændringer til designet.
Firaxis har naturligvis haft stor succes med deres Xcom-spil, og da de første begyndte at udvikle Marvel's Midnight Suns havde det faktisk en struktur der lignede utrolig meget.
Men efter ekstensiv test så nåede de frem til, at hvis man bare bibeholdte samme centrale formular, så var spillet bare ikke sjovt at spille. I et interview med GamesRadar fortæller instruktør Jake Solomon, at de derfor introducerede det kortbaserede system der definerer kampene i dag:
"That's how stupid I am. I was like, this is gonna be great and easy. And then you get a couple weeks in, and you're like, this doesn't make sense at all. A lot of tactics games are not a house of cards, they're a well-built pyramid. If you start saying 'well, no, they don't take cover' - that's absurd. And, no, their abilities don't have a chance to fail - that's absurd. Then you realize, oh my god, this is all tumbling down.
We want Captain Marvel's punch to be like boom... And then when a number floated up - and this sounds crazy, but this is how design works - it was like two, and you're like, 'what the fuck?'
It wasn't like, in my genius, I then knew we should just do cards... I was playing a shitload of Slay the Spire. We got to a point where we were all playing a lot of Slay the Spire. We were like, well, can we make this work? If we did it like this, maybe? There's something there, I think we can make this work. Years down the road, this is going to be really fun, right?"