Jake Soloman shares his thoughts on XCOM 2 with Alec Meer @rockpapershotgun.
[...]Alec: I read some particular complaints that you can't have everything all the time in base mode, you always have to spend more than you can earn. I don't agree, but the concern was that there wasn't enough pay-off for your struggles.
Jake Solomon: Personally as a designer my experience is that all feedback is factual, so when you do hear feedback like that my instinct is not to say ‘you are incorrect.' My reaction is always to say ‘ok, does that have to be at odds with the other people who are enjoying the difficulty, and if not, how do we find a way to make both people happy?'
It's interesting, because obviously if you're not spending more than you're bringing in... it's a standard strategy design, it's in XCOM particularly but Sid [Meier] does this too. You give the player five all options, all of which seem viable and seem cool and seem necessary, but you only let them pick one. Then by the time they buy that one, we've added two more which are ‘these are also cool.' You're trying to offer the player things that are all beneficial things that the player wants, they just can't afford all of them at once.
More information.Adam: The biggest difference in XCOM 2 is the classes, the soldiers feel much more like a toolset in themselves. You said early that XCOM isn't a puzzle, and I agree, it almost feels more like an RPG as well as a strategy and tactical. There are some many points where I look at the situation and I've got so many options, whereas in the original it was which guy isn't going to shoot now? It's a more intricate strategy game.
Jake Solomon: That is definitely a distinct thing. Making all of the soldier abilities do something not big, but obvious, so that the player can mentally map them out, so you can look at your soldiers and their abilities, and they always do something that is simple and the tactical benefit of it is obvious. It's not like +15% to something, it's you get a free move when this happens or the ability Untouchable - if you kill someone, the next attack against you is guaranteed to miss. People were like "even explosives?" and I said "yes, just make it simple because that's the only way that as a player you can manage all these different characters and their abilities."
In that sense it is kind of like a Tetris puzzle where you can slot things together. In some senses it becomes a challenge because you only have so many knobs you can turn: you've got moves, you've got actions, you've got aim percentages, you've got cover. They all slot together in fairly interesting ways, hopefully, no matter who it is you've brought on your squad. In that sense it does sometimes feel puzzle-ish.