If you feel like you never fail in Dispatch as you did in XCom, it's because the developers don't want you to fail

- March 12, 2026
- Updated: March 12, 2026 at 1:56 AM

In the realm of video game design, the developers at Dispatch, Adhoc, have drawn inspiration from Firaxis and their acclaimed XCOM series to implement mechanics that aim to make randomness feel fairer for players. According to their directors, Nick Herman and Dennis Lenart, a system was introduced that adjusts success probabilities based on player experience. For example, an automatic victory is guaranteed for those with a 76% or higher probability, although this is removed after a streak of three successes.
They want to avoid frustration
For the final episode of Dispatch, Adhoc decided to remove what they call “invisible helpers,” thus providing a real challenge to the players. This decision was made with the intention of making the game’s conclusion more difficult and satisfying, contrasting with the more accessible nature of previous episodes. Herman and Lenart acknowledge that many players often struggle to understand the odds in games, highlighting the complexity of balancing randomness with the perception of fairness in the user experience.
With these measures, Adhoc has sought a balance between the challenge and the satisfaction of the player, an aspect that can impact the overall reception of the game and the user’s engagement in future releases.
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