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“It felt pretty strange when I left [Firaxis].
You know, I spent 23 years there.

And I never worked anywhere else, I started my career there.
But I got this idea in my head about the game we’re making,” Solomon says.
And there are these really high stakes, your soldiers could die.

And so players generated these really powerful stories about these characters.
And I loved it, I absolutely loved it."
But that was much more scripted, there was far less emergent, player-driven narrative," Solomon continues.

“So towards the end of Midnight Suns, I was missing that side of things.
And I knew that as a designer, I was better suited to that.
Life sims are, in many ways, the perfect platform for a game all about storytelling.

you’re able to’t say something to one person without it affecting somebody else.
I’m already kind of interested to see how this plays out'.”
So we kind of pre-seed a drama rich environment.

And then we let the player loose in a life sim."
They also recognize the importance of game communities when it comes to life sims.
And I think the community we’ve seen, especially with The Sims, is so critical.

How the systems in Marvel’s Midnight Suns and XCOM 2 influenced Jake Solomon’s next-gen life sim.

















