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Carrot or Stick? Fixing an XCOM Design Problem


The XCOM series reboot started with XCOM: Enemy Unknown in 2012, which had a problem of incentivizing conservative play. Attempts to fix this in follow-up releases included adding timed rewards and failure timers to encourage more aggressive and interesting combat encounters. Which approach do you think was more effective in addressing the issue of conservative play in the XCOM series? Source link The post Carrot or Stick? Fixing an XCOM Design Problem appeared first on Fun Fect.

Article Source : funfect.com/index.php/2024/...
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