Why XCOM: Chimera Squad succeeds as science fiction

This entry is part 2 of 2 in the series XCOM: Chimera Squad

… because it asks “what if”, and then answers that question.

Chimera Squad takes as its premise something established by the previous XCOM games: most of the alien species that invaded Earth are victims too, twisted and warped into weapons of war. Then, it builds on this. What if their masters’ defeat left the alien army free from slavery, but stranded on Earth? And what if humanity responded by extending a hand to its former enemies?

I love the illustrations of daily life that we see between missions, such as a Viper using an ATM at the bank (right), humans and aliens watching TV together (bottom), at the shop (bottom left), and in the workplace (top), aliens waiting for the bus (left centre), and a Sectoid radio host in his studio (top left).

The result is what we see in game. Once you accept that this is soft science fiction – the sort where aliens wear clothes, work in offices, and eat fast food – this is a remarkably well thought out world; I would go so far as to say this is possibly Firaxis’ best writing since Alpha Centauri (and definitely since Civilization IV). Some of this can be seen in the plot; more can be seen in the background flavour.  Images of daily life, and in-universe posters, show how aliens have adopted human customs: we see aliens on holiday, watching TV, going to cocktail parties, rescuing cats from trees, starring in movies, and wearing make-up. One poster even exhorts them to “dress like humans… [it] will help you fit in!” Is its audience aliens looking to fit in, or humans who need to be convinced? Regular ads for fast food are funny, but also clever: not every species can eat every food, and society has had to work out how to keep diners safe. And not everybody, human or alien, is happy with the new arrangements: there are alien protesters who worship spaceships, and human protesters who want to start a fight. On a slightly meta level, there is even an in-universe buddy detective show featuring an alien and a human lead1.

And just as science fiction can serve as a commentary on the real world, it’s impossible for me not to read meaning into Chimera Squad. The squad is a group of former enemies – in one case, two agents fought on opposite sides of the same battle – who have put the past behind them. A deliberate choice, in response to current times? I can’t help but think so.

That intent, and that willingness to adopt the ethos of “what if”, are why Chimera Squad works. Here the science fiction is not window dressing, but central to the premise. The result is a memorable setting and a world where I’d like to see more stories.

  1. We never see this, but there’s an excerpt from its script at one point.

Video Games and the Law of Conservation of Complexity

While replaying Imperialism II recently, I realised how it illustrates the role of complexity within strategy game design. For every game there is a “right” amount of complexity, and it’s up to the developer how to allocate it.

Resources near my capital in Imperialism II. They are connected by road or rail and I don’t need to use my limited shipping capacity to bring them in. Overseas resources must be connected to a port and then shipped in.

The key is that simplifying one aspect of the game frees up complexity to be used elsewhere. Imperialism and Imperialism II exemplify this. On one hand, they make city management much simpler than in other 4X games: there is only one to manage, the capital. On the other hand, their resource model is much more detailed. Instead of generic “production”, every unit needs specific resources, such as steel, bronze, and cloth for uniforms. Every one of these has its own inputs, and every input resource (coal, iron, timber, wool, multiple types of food…) is represented on the map. They need to be discovered, exploited, and connected to transport; and then there have to be enough ships to bring the resources back  home. Going to war has a real opportunity cost; every ship carrying troops or participating in a blockade is one ship that can’t feed the capital.

This principle can be seen elsewhere. Civilization famously has no tactical battles, because they would interrupt the broader flow of the game. Master of Magic and the Age of Wonders series look very similar at first glance, but playing them back-to-back reveals the extent to which Age of Wonders streamlines city-building in exchange for much more detailed combat.

Even Sid Meier had to watch out for this. As recounted by Soren Johnson, he realised “it’s better to have one good game than two great ones” after falling victim to this when developing Covert Action, a spy game whose management and action layers distracted from one another.

Ultimately, just as the player has to manage finite resources within the game, complexity is a finite resource that the designer must manage outside the game. And as with other types of resource management, the benefits are substantial when done well.

Further reading

Soren Johnsons elaboration of why “one good game is better than two great ones” — and when mini-games can succeed.        

Where do the armies come from?

Many kinds of armies have marched through history: regulars, militias, mercenaries, tribal and aristocratic warriors, and more. Yet while historical strategy games feature a colourful panoply of different troops, with distinct equipment and morale, they have typically skated over the question of how these soldiers were organised and paid. Usually, troops hang around indefinitely after being recruited; this system can be seen in games from Civilization to Europa Universalis and Total War. That said, there have been games with an interesting treatment of this subject.

Alexios Komnenos’ Byzantine army in Crusader Kings II. Currently active are retinue troops and “mercenaries” (as the game represents standing Byzantine units – the Scholae and the Varangians).

The most detailed portrayal can be found in Crusader Kings 2. Realms field four different types of troops: levies, vassals’ levies, mercenaries, and personal retinues. With enough money, the last two can be turned into a de facto standing army, and thus a small but wealthy realm — say, one well-positioned on the Silk Road — can field a fighting force out of proportion to its size.

The genius of CK2 is how it incentivises players to follow history and professionalise their army. Levies take time to muster, and vassal levies have another disadvantage — the player is only entitled to them for a certain number of days. It’s better to ask for taxes to be paid in cash, and use the money to hire troops who are always on call.

Another clever example can be found in the Age of Charlemagne DLC for Total War: Attila. Charlemagne used the Total War series’ traditional systems for upkeep, recruitment cost, and recruitment time to encourage players to build a core of professional soldiers: professionals were slow to recruit but powerful and reasonably affordable to maintain, so it made sense to keep them as a standing force. By contrast, levies were cheap and easy to recruit, so there was no point keeping them around between wars; and mercenaries were easy to recruit but very expensive to maintain, so were too costly in peacetime.

As this highlights, mercenaries are quite common in Paradox and Total War games, where they are treated distinctly from regular troops. Typically they are very expensive in exchange for being available immediately. In Europa Universalis IV, mercenaries don’t drain national manpower; and in Total War games, they offer foreign troops who wouldn’t otherwise be available.

Finally, quite a few games allow the player to invest in militia, who then appear as free-spawn local defenders. These include Imperialism, the Total War series from Empire onwards, and fantasy and science fiction games such as the Dominions series and Age of Wonders: Planetfall.

Personally, I think this is fertile territory for the genre to explore further. From a gameplay perspective, this is ripe for trade-offs and interesting decisions: do you strengthen local defences, at the price of also strengthening local leaders? And from a flavour perspective, this would be another way to differentiate factions. I’d love to see more games follow the trail blazed by CK2.

This post is indebted to the late John Keegan, whose classification of armies in A History of Warfare has stuck with me all these years.