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HOW XP KILLED TACTICAL GAMING

XP Killed Tactical Gaming

XP killed tactical gaming.

Tactics used to mean desperate choices under fire. Hug cover or sprint for a flank? Push your luck or fall back and regroup? Every call could end in blood. Victory came from positioning, suppression, and sheer nerve.

But somewhere along the line, XP crept in and rewrote the rules. Suddenly, you weren’t winning fights because you out-thought the enemy — you were winning because you’d grinded long enough to unlock a perk. Soldiers became walking spreadsheets, defined by passive bonuses instead of battlefield decisions. That’s when tactics started to rot.

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The First Shots

XP wasn’t always poison. Early tactical games flirted with progression, but it stayed in the background.

X-COM: UFO Defense (1994) — Soldiers gained accuracy or morale slowly over missions, but even a rookie could kill a veteran with one lucky shot. The battlefield always mattered more than stats.

Jagged Alliance 2 (1999) — Mercs had unique stats, but survival hinged on situational play: cover, panic, line of sight. Numbers flavored the fight, they didn’t decide it.

Back then, XP was seasoning — not the meal.

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The Shift

In the 2000s, the cracks began to show. Developers leaned on XP to stretch campaigns.

Silent Storm (2003) — Introduced heavier RPG skill systems. Still tactical, but drifting.

XCOM: Enemy Unknown (2012) — The big pivot. Suddenly missions were just XP pipelines to turn rookies into superheroes. The gamble of desperate firefights was replaced by perk trees and progression loops.

XP didn’t just creep in. It took over.

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The Body Count

By the 2010s, the genre was drowning in XP.

Fire Emblem (modern) — Once brutal permadeath chess, now a dating sim wrapped in level grinding.

XCOM 2 (2016) — Doubled down on perk trees. Veterans became gods; rookies became cannon fodder.

Gears Tactics (2020) — A cover shooter bolted onto an RPG grind loop.

Phoenix Point (2019) — Marketed as a return to roots, but collapsed into XP drip-feeds.

The result: tactics replaced by meta-progression. A lucky flank doesn’t win the fight — your sniper’s level 5 perk does.

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Not All Dead Ends

Some games still show glimpses of what tactics can be.

Door Kickers 2 proves how alive combat feels when it hinges on angles, arcs, and split-second timing. Even within their design limits, certain games remind us: you don’t need XP to make tactics compelling. You just need context, consequence, and choices that bite.

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The Autopsy

Tactical games always had modifiers — line of sight, morale, recoil, weapon condition. These are battlefield physics, not RPG gimmicks.

Situational modifiers = immersion. Blood, terrain, gear, psychology.

XP progression = padding. Flat bonuses that stretch the game with artificial growth.

That’s what XP killed: the knife’s-edge tension of knowing every decision could cost a life, with no perk tree to save you.

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The Aftermath

XP didn’t just twist tactics. It replaced them.

But tactics don’t need XP. They never did.

What they need is consequence.

An operator who flinches after taking shrapnel until they get treated.
Ammo running low because you chose suppression three engagements ago.
A squad that trusts each other because they’ve bled together, not because they hit an arbitrary level threshold.

Consequence means your decisions echo forward.

XP killed tactical gaming. But consequence can bring it back.
Because a bullet doesn’t care what level you are.
Neither should tactics.

That’s the line we’re drawing with Burned Horizons — putting this philosophy into practice. No XP crutch, just consequence, scars, and the kind of tactical calls you can’t grind your way out of. Operators don’t “level up” — they adapt and scar through what they survive. Pathways and Specializations emerge from lived experience: a soldier who’s survived multiple close-quarters engagements might develop better reflexes in tight spaces. One who’s called in artillery support learns to read terrain differently. Training happens through mentorship and certification programs, not arbitrary point accumulation.

Fragile, human, and consequence-driven — that’s tactical gaming built on consequence instead of comfort. The way it used to be. The way it should be again.

// If you believe tactics should be built on consequence, not grind — add Burned Horizons to your wishlist.