I really am trying to write on this thing more regularly, so here we go: let's talk about one of my favorite games from the last couple of years: XCOM! Well, XCOM 2, really. I played both, and lots of this applies to both, but we’re mostly going to talk about the second one.
There's a lot to praise about XCOM 2, and I won't waste your time with a full breakdown, but in case you aren't familiar let me give you a quick summary: aliens have taken over earth, you control a guerrilla resistance trying to kick them off the planet, and you have full control over how the job gets done. You recruit soldiers, name them, customize them, equip them, deploy them on missions, level them up, and ultimately scream in anguish and smash your controller when they are killed in action—because here's the twist: when playing on Ironman mode (the only way to play XCOM, if you ask me) when a soldier dies, they are dead forever. Period. All the time and effort you spent on them is gone. You can salvage their equipment, but only if you extract their body at the end of the mission.
And this feature was instrumental to my love of the game. The stakes have never been higher for me as a player than when a seasoned and beloved soldier is lying critically injured on the battlefield and their survival depends on whether I can reach them in time to extract them. And you better believe I’m going to try, maybe even at cost of losing the mission or even the whole game. The intensity this adds, and the depth, cannot be overstated.
But beyond the pure mechanical aspect of permadeath, it also helps turn XCOM into a shining example of interactive storytelling.
Some of my designer friends have argued with me about this, saying that its wrong to describe this aspect of the game as being a story element, but I think it is. XCOM is not story-heavy in the traditional sense, or at least what most people think of as the traditional sense: your Final Fantasies or your Bioshocks—games with extensive voice acting, lengthy dramatic cutscenes, complex plots. XCOM has some of these things, and uses them sparingly, but gameplay is front-and-center, and to the naysayers that means that it’s not “story driven.”
And I disagree with that.
In XCOM, your soldiers are people. They have names, appearances, temperaments. Around the HQ you’ll find them drinking at the bar, or chatting in the lounge, or sleeping in the barracks. If they are injured on a mission, they need time in the infirmary to heal before they can be deployed again. And through the various customization mechanics they will gain experience, acquire new equipment, and rack up confirmed kills. Sure, they don’t engage in complex dialogue, or take part in cutscenes (though wouldn’t it be cool if they did?), but even so, attachment to them is inevitable, and that’s all you need for a story. Characters and conflict, both of which are found in abundance. And from that springs a variety of organic storytelling scenarios, ones with real consequences. Like my wounded soldier example earlier: any time one of your guys goes down, you’ve got a very important decision to make. Staging a rescue may throw the mission into jeopardy, which in turn can have dire consequences for the whole campaign. Sometimes you have to let a beloved soldier die for the greater good. Other times the mission is not vital, and immediate extraction is preferable to losing your star sharpshooter. Sometimes you can’t afford to lose either, and the remainder of the mission is spent trying to accomplish the objectives with a man down, your remaining squad members taking turns hauling around their wounded teammate on their backs. And not only are these decisions mechanically interesting but they’re emotionally impactful. I knew all my soldiers by name by the time I beat the game, and the ones I lost along the way stung. The major thrust of the story, plot wise, remains unchanged (assuming you successfully fend off the invasion), but the moment to moment drama for me came much more from these organic interactions with my soldiers than from any of the (sparse) scripted story moments seeded throughout the campaign.
Briefly indulging in a rant: I wish more games melded story and gameplay the way XCOM does. Too many games feel like story and gameplay are kept in separate boxes, and “gameplay” simply means shooting your way to the next cutscene. Modern games sometimes try to disguise this problem by letting the player be in control during vital story moments, but when this happens the game will often devolve into a game of Simon Says for the duration of the sequence, where the player is railroaded into taking the exact series of actions which the plot requires. To me, this isn’t interactive storytelling. It’s more like a movie, one which I’m only allowed to watch if I complete a lengthy series of quick-time events as it plays. And I’ll tell you right now: I’d rather just watch the damn movie. If it’s a game, I want my choices to matter.
Anyway, that’s more or less that. For anybody who likes strategy games, I highly recommend XCOM and XCOM2. Hell, even if you don’t. Might broaden your horizons.
-N