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Category Archives: Game Design
Next Game Post 2: Pushing Noodles Uphill
Management, People and Possibilities Ideas are starting to firm up and coalesce for the next game. Or games as now that DC Barbarossa is out (we are both still working on new features for it), Vic is free to focus … Continue reading →
DC: Next Game Post 1: Taking in the Wider View
Work continues at a steady pace on DC3 : Barbarossa but we are starting to give some thought to what comes next. While there are plenty of obvious candidate conflicts that would benefit from a similar treatment we are pondering … Continue reading →
We Are Watching You… Metrics Part 2
This is a follow on from Vic’s post ‘Monthly Metrics : 2015’ The game includes a Metrics option that sends data back to our secret Caribbean server every five rounds. What does it send? Only the information that’s been used … Continue reading →
Barbarossa Developer Notes #10: The Low Down
Information How information is presented is a big, topical, subject. A game can live and die by it’s ability to provide adequate feedback to the Player. Game mechanics that chug away in an information vacuum are no fun for anybody. … Continue reading →
Barbarossa Developer Notes #9: The Fiddly Bits
Micromanagement A lot of people equate micromanagement with depth, detail and decisions. Fair enough, but I’d take a different point of view. The presence of micromanagement, is to me, a failure in design. It’s something to be avoided at all … Continue reading →
Barbarossa Developer Notes #8: The Dark Side
Ethics and Morals In days of yore battles were fought by men chosen for the task in places specially selected to be well clear of everybody except the combatants. Slings were slung, spears were lunged and swords were clanged against … Continue reading →