Jake Solomon explains the careful use of randomness in XCOM 2:
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Thanks Eye!“Play forever.” According to lead designer Jake Solomon, that was the mantra that echoed through Firaxis during the development of XCOM 2.
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. “If we were to use one word to describe our tactic, it would be the idea of unpredictability,” said Solomon. “I think what’s valuable as a player is that when you go into a game, the challenges you’re confronted with are unpredictable.”
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