Thanks for the nice article, I made a news post on StrategyCore (used to be x-com.co.uk), which covers X-COM and similar games.
There's a lot of thoughts buzzing in my mind right now, hopefully I won't forget anything.
I'll go with the flow of the article:
First of all, I see you have quotes from Nick Gollop, did you make contact with him? I would be most grateful if you could somehow provide me with a means of contact. The reason is simple: I have been trying to piece the history of X-COM and people surrounding it together, and although I have collected quite a bit of interesting information (scoured some 60 pages worth of old newsgroup threads on Google), there is a lot more missing and I think it would be very interesting. I imagine it as a combination of a long article and interviews with developers. And Julian and Nick Gollop are top priority, yet sadly they have been impossible to reach so far. I have a few other contacts and know where to find some people, but this is really the most important.
Mr. Goss, PM me with contact details, please. I'd be very happy to hear what you could tell us, too.
As for the comment about the popularity of X-COM, although it may not have been popular in the U.K. back then, it seems to me that the fans now are mostly spread between Europe, USA and Australia these days, with an occasional fan from other places. In Europe, X-COM seems to be quite popular in Eastern Europe, which is not a surprise really.
I think you have the wrong impression when it comes to Apocalypse. I think it is incorrect that it had no audience, and it still does. From my observations on the internet, it seems that the fan base, in the broadest sense of the word, is split between those who like Apocalypse and those who don't. I couldn't tell you the correct ratio, though. And quite frankly I can't think of a good way to collect such data.
Also, going back into 1997, from the newsgroup postings I read it seems Apocalypse did have a following, most notably Robert Fermier who was one of the three founders of Irrational Games, together with Ken Levine and Jonathan Chey. By the way, when it comes to the "Irrational doing X-COM" rumors, I did a lot of searching back when I first heard that and one thing I can definitely say is there's quite a few fans of X-COM in Irrational including all three of the founders. Plus, a good deal of the Canberra team consists from the Microforte team which worked on Fallout Tactics: Brotherhood of Steel. With all of that taken into account, I can definitely picture this as a possibility.
As for Interceptor, Alliance and Genesis, there's a good three-part interview with Dave Ellis on TLO written by cyke. Here's a link: http://www.thelastoutpost.co.uk/games/dave-ellis-early-days
The Genesis intro looks like it would have been great!
There's also an interview with Bob Kathman about Alliance here:
http://www.thelastoutpost.co.uk/games/bob-kathman-reveals-all
Enjoy!
Dreamland Chronicles indeed looked like it was X-COM 2.0. There are still some things that are not clear surrounding its cancellation, so I can't really say more. By the way, I think it was Titus who actually canceled it, and if I'm not mistaken the man in charge was none other than Herve Caen. If you don't know who he is, ask the Fallout fans.
When it comes to Chaos Concept's UFO: Extraterrestrials, I have to admit I haven't noticed a lot of people saying that it was too much like X-COM. I do remember the time around its release, and one of the first things that turned a lot of their potential customers off were the "immortal soldiers" as an attempt to prevent players from constant reloading in order to save them. I heard there was also criticism about the recruiting system and criticism that pertained to the game economy, i.e. buying and selling equipment. However, I hear that the game has since been modded (Bman's mod) to be more like X-COM which got some interest from the fans.
I wouldn't say that the fans don't want a new X-COM game, and each of the many "remakes" has gotten attention from parts of the fan base. My personal favorite right now is UFO: AI, but it still has a long way to go. Still, it looks the most mature and is in some aspects even better than X-COM. Still being an open source fan project, you can't expect things like destructable terrain, and it isn'ta one-on-one copy, but its future definitely looks bright right now. UFO: CF has some nice design, especially the excellent music, but it's still early in development.
What I think most people don't realize though, is that even making a straight update of the original would not be an easy task. How many 3D games do you know with "fully" destructible terrain and random maps? I don't know any, and it seems like a difficult task. Add to that the fact that some things would not pass these days (interface!) and you'll see why developers aren't jumping on it. It's not impossible to make a good spiritual sequel though, but you need to give it love and you need to understand what is it that makes it so good.
That we consider the game to be flawless would be incorrect. Not to go too much into the subject, I'll just mention it has stability problems, balance problems (PSI!), setting/story problems, interface problems (no hotkeys, doesn't remember squad equipment between missions) etc. etc.
But all that doesn't matter, because despite some issues, the gameplay was superb. Randomly generated maps, destructible terrain, tense atmosphere, R&D, base management, the ability to rename soldiers are things that made it so good that a lot of us still play it. I have intentionally left out the combat engine, which was superb, and although it could be improved, there's not a whole lot of games these days that could compete with it. There's just so many little things about it that most people are not aware of. For example, if you destroy the roof of one of the 2-story farm houses, the floor under it would get lit differently on night missions. A few of the fans are digging through the tactical game, and it's really amazing how many things there are in it (I think it's all documented on the wiki). Still, Apocalypse has shown that it can be further improved, though the combat in Apocalypse suffered from some of its own problems as Nick Gollop notes.
I think the main reason that we ignore some of these flaws despite being well aware of them is that it was basically made by two guys, and it was quite a complex game that more than made up for all its shortcomings. For me it's the same thing with say Fallout, Serious Sam, the original C&C, Planescape: Torment and my other favorite games. While there hasn't been a game in my book that deserves more than a 90% rating (although I dislike ratings) each of them more than makes up for its shortcomings to me.
It would actually be quite interesting to really dissect each of the X-COM games, there's a lot that could be written about the good and the bad sides of each game, but one never has enough time sadly.
Well, that's all from me.
Cheers,
Gimli
StrategyCore staff
(www.strategycore.co.uk)
P.S. Mr. Au, I noticed you said there were more quotes from developers, would you mind PMing me with those, I'd be most interested in reading them.