The following interview was done with John Lumpkin, the original modder who started the development of Long War.
1. To begin with, for people who haven’t heard of Long War Studios or the Long War mod, could you tell us a little bit about how you guys got started?
Long War started when I finished XCOM: EU in 2012 and wanted to keep playing, so I started modding it. Rachel “Amineri” Norman, approached me a few months later with some ideas, and she quickly made great strides in understanding how to mod XCOM code at the hexidecimal level, and we became partners in developing the mod. Last year, after some encouragement from players and game industry pros, we started the studio with the intention of developing original games.
2. The Long War Mod for XCOM is one of the most sizable mods we’ve seen in terms of changes to the base experience of a game. What made you guys decide to work on it in the first place?
It started off as a simple campaign extension that I talked myself into throwing up on the Nexus to see if anyone else might enjoy. We got enough interest and positive feedback for us to keep improving it and adding content.
Over the months, we also had a great team of contributors — coders, voice actors and artists — volunteer their time to make the mod happen.
Xcom EW 300x168 The Long Road to Long War Studios
XCOM Enemy Within was a great game, but the team at Long War Studios had their own vision of expanding the gameplay and content
Part of the mod’s success is due to the great raw material we had to work with — EU and EW are great games, but we still found design space to add a lot more for players who wanted to keep playing in the XCOM world.
One goal was to make it feel more like a war, with both setbacks and glorious victories, rather than a steady climb to near-godlike capabilities ending with a victory lap.