Development
Though it was released almost two years after TIE Fighter: Collector's CD-ROM, XvT was actually developed under an attenuated schedule of approximately 14 months. This was because the development team had spent several months working on a "Millennium Falcon" game that ended up being cancelled when it was recognized that the team simply didn't have the resources in time and personnel to meet the exceptionally high expectations such a title was sure to generate. Much time was devoted to creating a hybrid game engine to handle first-person "run & gun" gameplay along with the familiar flight combat, and a complex interwoven storyline featuring both a Han Solo-esque "smuggler" and a Boba Fett-inspired "bounty hunter."
XvT involved huge technical challenges in order to deliver a satisfactory multiplayer experience. In contrast with most popular multiplayer shooters such as Doom and Descent, XvT required far more data tracking and flow. This was due to the simple fact that the typical FPS takes place in a closed environment of rooms and corridors where players have little knowledge about other player's status or whereabouts unless they are literally looking right at them. The deep space setting of XvT, along with the conventions established in earlier titles, required that information about all craft be available to all players all of the time.
Read more about this topic: Star Wars: X-Wing Vs. TIE Fighter
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