Allow me to digress a bit about myself and my history with Julian Gollop’s games. If you’re not interested, just skip to the first video below, which is brought to us by Gamespot.
If I would have to pick a person on the games industry who has influenced me profoundly over the years, in a good way, then Julian Gollop would definitely be one of them.
You see, I grew up with Gollop’s games. Chaos: The Battle of Wizards for ZX Spectrum from 1985 was a major milestone in my gaming youth. The Rebelstar series from 1986, also for ZX Spectrum, was another major influence on my gaming likes, as it was probably one of the game series I enjoyed playing the most.
And then, Julian, with his brother Nick Gollop, designed and developed X-COM: UFO Defense (aka UFO: Enemy Unknown in Europe). And, boy, was I hooked. I can’t easily think of a game I loved playing as much or more than Gallop’s X-COM. Sid Meier’s Railroad Tycoon perhaps, or Steve Barcia’s Master of Orion, but all other games come next.
Yesterday, Julian gave a talk at GDC about X-COM: UFO Defense, where he talks about what went wrong and what went right about X-COM’s development. The pitch to Microprose, the crunch time, the history of X-COM and what he thinks about the latest XCOM installment from Firaxis, and what may lie ahead for him in the X-COM context.
If you’re an X-COM fanatic you can’t miss this presentation. If you’re a game designer, you’re going to want to learn a few tricks from this guy. If you’re just a gamer have a look nevertheless. Even if you didn’t play X-COM: UFO Defense, at least you’ll know a bit about PC history, and what made PC gaming so popular in the first place. Enjoy!
And now, prepare for goose bumps (for the oldschool guys of course).Subscribe RSS
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