Monsters in the Dark: The Making of X-COM: UFO Defense
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It is the Year 1994...
In North America, turn-based strategy games were trampled by flashier video games like Doom and Mortal Kombat. All but one: Sid Meier's Civilization, a game of conquest and megahit developed by Maryland-based MicroProse.
Over in southwest England, the producers at MicroProse UK aspired to design a tactical game that matched or exceeded the success of their American counterparts, who viewed the UK branch as nothing more than a support studio. Nearby, a bespectacled teenage boy toiled away on his home computer, dreaming of the day his programming aptitude would catch up to the epic campaigns unfolding across his imagination.
From his early experiments in board games to digital battlefields that lit up bestseller charts, Monsters in the Dark charts the career of legendary designer Julian Gollop through the creation of 1994's X-COM, a terrifying and terrifyingly deep wargame hailed as "the finest PC game" (IGN) and "a bona fide classic" (GameSpot).
David L. Craddock
David L. Craddock lives with his wife and business partner in Ohio. He is the author of STAY AWHILE AND LISTEN, a three-part series that chronicles the history of World of WarCraft developer Blizzard Entertainment and Diablo/Diablo II developer Blizzard North; and HERITAGE, a young adult fantasy novel. Follow his writing exploits at davidlcraddock.com, facebook.com/davidlcraddock, and @davidlcraddock on Twitter.
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Monsters in the Dark - David L. Craddock
Foreword: Life is Strange
ALMOST THIRTY YEARS AGO, A younger version of me experienced one of the games that formed me the most. When you are young and you go through those formative experiences, the ones that touch your hidden chords, be they found in books, video games, movies, or people, something happens, most of the time without us noticing. Our brain rewires, impressing that moment in our memory so we never forget it.
When X-COM released, it was both one of the rare non-Japanese games that got my attention and also a game that kept me glued to my screen for hours. The Geoscape was driving me crazy, because back in those days, games did not guide players step-by-step. Games pulled you into their worlds; the rest was up to you. I lost count of the hours I spent in that game and the times I have replayed it, discovering all the possibilities the Geoscape gave me in terms of research and development.
Inevitably, X-COM dropped you into the Battlescape, where you had to move cautiously to avoid being attacked in open space by aliens. My mind moved at high speed, scanning the isometric map, assessing my surroundings in search of retreats and furniture that could be used as cover against enemy fire.
Today I know that some things I do in game development are in a way inherited from my time spent with X-COM. For example, I know that the dualism of the Geoscape and the Battlescape, each practically a game in themselves, brought me to think of Mario + Rabbids Kingdom Battle as a game divided between adventure and combat.
Life is strange. Thirty years ago, I had not even the slightest suspicion that one day I would end up not only working in the video game industry but also get to meet Julian Gollop.
Some years ago, I went to London to join a workshop organized by Ubisoft at IDEO, a global design company famous for designing the Apple Lisa mouse, among other inventions. Our goal was to invent, explain, and demo the experience of a game through pen and paper, mimicking in real time the game’s behavior without writing a single line of code. I ended up in the same team with Julian Gollop. I thought: Hey, wait a second, why is Julian Gollop here? Why is he working at Ubisoft? Is he developing a new X-COM game? (By the way, Ubisoft: You hire the man and don’t ask him to do a new X-COM? Come on!)
I am sure it is not so hard to imagine the dumb expression of a young game designer meeting one of his heroes. Vacuous, mouth slightly agape, eyes glassy, soul lacking the courage to speak a single word, not even Hi.
We worked hard for three glorious days. Working with Julian was like being teleported into a Monty Python movie. He is an actor, a man of intelligence and humor. I remember we invented a game for the Nintendo Wii and during our presentation, he had to act like one of the NPCs of the video game. This required him to step inside a huge TV made of paper, wear a lion wig, and roar and jump every time I moved the Wii Remote. The whole room of IDEO and Ubisoft members laughed so hard. I am not even sure they remember the game we presented, but they certainly remember the lion.
Years after, I ended up making Mario + Rabbids Kingdom Battle. Some years later, David L. Craddock contacted me to write a foreword for his beautiful book about X-COM and Julian Gollop. Who knows where all of this will bring you and me one day?
Life is strange.
Davide Soliani
Creative Director, Mario + Rabbids Kingdom Battle, Ubisoft Milan
1 March 2021
Introduction: Eighteen Years and a Hyphen
TWO MEN SAT SIDE BY side on a stage in a packed auditorium. One was the creator of X-COM. The other created XCOM. Like their designers, both games shared commonalities and had differences. Foremost among their distinctions were eighteen years and a hyphen.
At the 2017 Eurogamer Expo, Eurogamer editor Chris Bratt interviewed Julian Gollop about 1994s X-COM: UFO Defense, and Jake Solomon, creative director of the 2012 remake, XCOM: Enemy Unknown. Although both games differed in myriad ways from graphics and writing to design decisions, they shared the same simple but effective premise: aliens invaded earth and players commanded scientists and soldiers in a bid to out-research and out-strategize the invaders. Even the remake’s subtitle was a nod to UFO: Enemy Unknown, the name by which X-COM was known in the United Kingdom.
Another key similarity: both games used turn-based rather than real-time gameplay.
For all their parallels, Gollop admitted he would have taken the remake in a different direction had he been able to direct it. Speaking at the 2013 Game Developer’s Conference, he described the remake’s difficulty as unforgiving and confessed he had to restart the game because he’d run through the funding necessary for research and development. Terror Missions, a new feature where players had to choose one of multiple locations being attacked by aliens to defend while the others were razed, left a sour taste in Gollop’s mouth. He disliked leaving the populations of two cities to die.
However, he continued, his remake would have failed. Solomon and his team had done a fine job and should be proud.
For Solomon, who had declared X-COM his favorite game, the chance to reimagine the franchise might seem like a dream come true. It was more a literal nightmare, one that had recurred countless times over the past several years. He knew he had been given an impossible mission: Take one of the most beloved games of all time, long moribund, and revive it in such a way that meets, if not exceeds, decades of expectations while also feeling welcoming to players who had never played the original. Solomon had been determined not to squander his chance. He had dreamed of making an X-COM game for fifteen years, and with the resources at his disposal—an attention to detail that proved his gamer cred to fans of the old-school version, a passionate and talented team of developers at Firaxis, and the mentorship of legendary designer Sid Meier—he spearheaded 2012’s remake to critical and commercial success.
I was enthused by his enthusiasm,
Meier said in a 2013 interview with gaming website Polygon. "I love the [XCOM] game concept. I think it’s a wonderful idea. It’s a very exciting idea. It’s a classic problem that we have of taking an idea that was great 10, 15, 20 years ago and bringing it into the present. What do you keep? What do you change? What does today’s audience expect? What is the fan base for that expecting? How do you meet all those expectations?"
Now, at the 2017 Eurogamer Expo, fans of original and remake alike got what they had wanted for decades: Gollop and Solomon sharing a stage for nearly an hour, talking about all things X-COM and XCOM.
For fans, the opportunity to see both designers at once was a treat. Gollop and Solomon agreed that the future of turn-based strategy games looked bright, highlighting the recently released Mario + Rabbids Kingdom Battle, a charming, deep, and completely out-of-left-field matchup that scored rave reviews and was referred to lovingly by fans and press as "Mario/XCOM (and "Mario/X-COM"). Both commiserated over features they wanted to create for their respective humans-versus-aliens title, features that had either fallen short of what they had imagined due to lack of time, resources, or both.
Gollop and Solomon sympathized with one another over the industry’s perpetual lack of resources no matter the project. In 2003, Solomon and a small team within Firaxis took six months to build a prototype of how a modern-day X-COM might look and play. It was terrible, by Solomon’s own admission, so he gutted it and tried again. When that revision failed, he went back to the drawing board again. And again. And again. Gollop knew that pain: his X-COM had been cancelled, and he had been among the last to know.
After the interview concluded, fans lined up to ask questions. At first, most were directed at Solomon. Firaxis’s XCOM reboot was nearing its fifth anniversary, and XCOM 2, published the year prior, had been embraced just as enthusiastically. Solomon gave humble but detailed answers. As more questions came in for him, he smoothly brought Gollop into the conversation. After all, he knew, Julian Gollop was the real reason anyone cared about XCOM at all, hyphen or no hyphen.
TO KNOWLEDGEABLE FANS of strategy games in the 1990s, Julian Gollop and Sid Meier were two sides of the same coin. Sid Meier had made a name for himself in the late ’80s as a programmer of immersive flight simulators at MicroProse, the company he co-founded, before pivoting to pirate and railroad simulators, experiences that led him to create Sid Meier’s Civilization in 1991 and considered by many to be the ultimate strategy game. That same year, MicroProse UK—same coin, different side—signed a contract with Julian Gollop to create a strategy game about fighting off alien invaders. In the UK, that game was called UFO: Enemy Unknown. In the States, MicroProse renamed it X-COM: UFO Defense.
What’s more, MicroProse UK’s management explained to the Gollops at the outset of the project, Julian was their secret weapon in their competition with the American branch of MicroProse. They said they liked the demo,
Julian Gollop recalls of one early meeting he had with MicroProse UK brass, "but they wanted, to use deputy director Pete Moreland’s words pretty much exactly as I remember them, a ‘bigger game.’ I asked him what he meant by ‘bigger game.’ He was clearly thinking about Civilization."
To create a tactical strategy game on the scale of Meier’s magnum opus, Gollop would need to call upon every design lesson he had learned since childhood, when he had begun tinkering with the pieces and rules of board games.
He was up for the challenge.
The PC wasn’t that brilliant of a real-time-strategy or first-person-shooter game machine at the time, but you could make some sophisticated strategy games,
Gollop says. "It was just the time and place, and a lot of things came together. You can never guarantee that will happen again. Even if you manage to design a game that’s better, it still might not stand out in the same way that X-COM did."
He could not feel that they were an island of life journeying through an abyss of death. He felt almost the opposite—that life was waiting outside the little iron egg-shell in which they rode, ready at any moment to break in, and that, if it killed them, it would kill them by excess of its vitality.
–C. S. Lewis, Out of the Silent Planet
I think that each player is playing their own unique game. They are the stars, as we consider it. You’re not going down the one single path that the designers created for you. It’s your game. It’s not a game that belongs to us.
–Sid Meier, co-creator of Sid Meier’s Civilization
X-COM is a game from another universe. It is the nexus of gaming: strategy, action, role playing, management, horror, storytelling, chess. Familiar sci-fi tropes, rendered with colorful glee yet creeping menace. Your people are dying. There are monsters in the dark.
–Alec Meer, former editor of Rock, Paper, Shotgun
Chapter 1: Awesome Potential
TEN-YEAR-OLD JULIAN GOLLOP scanned the packages arranged underneath the tree on Christmas morning. His eyes swept past too-small and too-large boxes until they latched onto a thin rectangle cocooned in brightly colored paper. Behind him, the adults stumbled into the room rubbing sleep from their eyes and gave the children permission to open gifts.
The kids exploded into motion, everyone rushing for one box or stocking. Julian went straight to the gift-wrapped rectangle. Hefting it, he smiled. Something rattled inside. Bits of plastic, perhaps small pencils and notepads. He could not say with certainty what the box contained, but its size and those telltale sounds amounted to his favorite holiday tradition. Every year, the Gollops rounded up Julian and his siblings to spend Christmas with their grandparents in Leeds, Northern England. Every year, Julian and his siblings expected one present of a certain type. Unless he was quite mistaken, Julian held that present in his hands.
My father was very keen on games,
says Gollop. "He liked to play all kinds. Bridge, canasta. Backgammon was a favorite game of his. He actually bought us a lot when I was around nine or ten. And not just the classics like Monopoly. He tried to buy something interesting every Christmas."
His brother and sister wore expectant looks as they spotted what he held. Their father leaned in to watch as they tore into the paper. At last, Julian held aloft a colorful box containing a board game. The lid depicted a towering castle crouched on a hill. Nazi guards prowled the grounds under an ominous sky, oblivious to the pair of frightened but determined POWs hiding nearby. Bold white letters spelled out Escape from Colditz, and it was unlike any board game Julian had seen. The menacing tableau contrasted starkly to the bright and colorful illustrations that adorned games aimed at children.
On that snowy Christmas morning, Escape from Colditz became a family affair. Julian, his father, his siblings, his mother, his grandfather, and others made up a team of eight. (His grandmother opted to sit out the