### The Evolution of Procedural Generation in XCOM: From Enemy Unknown to XCOM 2
Garth DeAngelis recalls the pivotal moment in the development of “XCOM: Enemy Unknown” when Firaxis made the critical decision to abandon procedurally generated maps. This choice, though controversial, would ultimately shape the future of the XCOM franchise.
#### The Challenges of Procedural Generation
Initially, Firaxis aimed to incorporate procedurally generated maps into their reboot of the classic 1994 tactical game. However, early attempts yielded maps that were disjointed and illogical, featuring incongruous elements such as trash cans in wheat fields. Effective procedural generation relies heavily on create rules that dictate object placement, ensuring both aesthetic appeal and gameplay functionality. The team faced an uphill battle to define these rules while also developing a rich set of art assets and navigating various gameplay systems.
In a critical meeting, creative director Jake Solomon advocated for procedural generation to enhance replayability, while art director Greg Foertsch pushed for handcrafted maps to maintain visual quality. Despite his limited experience, DeAngelis played a crucial role in the discussion, ultimately expressing doubt about the team’s readiness to tackle procedural generation effectively. He suggested focusing on handcrafted levels to ensure quality and coherence.
#### The Decision for Handcrafted Maps
As a result of the deliberations, the team shifted focus toward creating a diverse set of handcrafted maps. This choice was not straightforward; it meant producing over 70 unique maps to guarantee players experienced a variety of environments during multiple playthroughs. The pressure of this ambitious goal led to long nights and rigorous testing to complete “XCOM: Enemy Unknown.”
Despite the initial decision to forgo procedural generation, the ambition to tackle it remained. When the sequel “XCOM 2” was greenlit by 2K, the Firaxis team was eager to explore the possibilities of procedural mapping.
#### Crafting a New Approach in XCOM 2
DeAngelis and his colleagues took the lessons learned from the earlier missteps to develop an effective procedural generation system for “XCOM 2.” They strived to identify a set of rules that would guide the creation of maps across various environments—urban, suburban, and rural.
The challenge proved intricate, particularly with the game’s destructible environments. Firaxis introduced the ‘plot and parcel’ system, which divided each map into a grid of plots filled with various preassembled assets. This approach helped ensure spatial coherence, allowing for realistic combinations of buildings and objects while maintaining functioning cover during gameplay.
#### The Implementation and Evolution of the System
Firaxis implemented variability in plot sizes, leading to a diverse array of map designs that avoided repetitive layouts. Over time, the level designers enhanced the plot and parcel system, incorporating procedural chunks into the design to add complexity and variety. The team accomplished this while still adhering to the established rules, ensuring that the generated maps felt natural and immersive.
Brian Hess, a standout member of the design team, played a pivotal role in fine-tuning this procedural system. His detailed understanding of environmental design allowed the game to feature seamless integration of different elements across the maps.
#### Conclusion: From Skepticism to Belief
As development progressed, DeAngelis remained deeply involved in the iterative process, testing builds late into the night and providing feedback to the team. His initial skepticism about procedural generation shifted to belief as he witnessed the evolution of the game’s design.
The journey from abandoning procedural maps in “XCOM: Enemy Unknown” to successfully integrating them in “XCOM 2” illustrates the importance of adaptability in game design. Firaxis’s commitment to learning from past challenges ultimately led to a more robust gaming experience, enriching the XCOM legacy for players worldwide.