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Category Archives: Game Design
Barbarossa Developer Notes #7: The Ends Justify the Means
continued from developer notes #6 Stalin Stalin provides a diametrically opposite command experience. This time it is the Player who dominates the command structure. There is no need to play politics when you are the alpha male, the top dog. … Continue reading →
The long evolution of the Decisive Campaigns series
The upcoming game DC:Barbarossa is a very complete experience. It is a game build on top of a system and an engine that has been in the process of fine-tuning and improvement for a very long time. The evolution I … Continue reading →
Posted in DC:Barbarossa, DC:Blitzkrieg, DC:Case Blue, DCX : Community Project, Game Design
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Barbarossa Developer Notes #6: My Boss is a Psychopath
continued from developer notes #5 Hitler Hitler was an outlier. Here was a domineering, driven, charismatic man who exerted a level of control well beyond any reasonable expectations of somebody perched at the very apex of a command pyramid. That … Continue reading →
Barbarossa Developer Notes #5: It Would Help If I Wasn’t Surrounded By Idiots
continued from developer notes #4 Delegation Being in Command entails making a lot of decisions. A fundamental rule is that the higher up the Chain of Command you climb the more decisions there are to make. This applies equally to … Continue reading →
Barbarossa developer Notes #4: Zen And The Art of Knowing Who To Salute
continued from developer notes #3 Superiors and Subordinates Once it was decided to model a Chain of Command there was a need to fill the hierarchy with people. For the Soviet side they were all subordinates but the German side … Continue reading →
Barbarossa developer Notes #3: Who Is Going To Make My Cup Of Coffee In The Morning?
continued from developer notes #2 The Chain of Command This is a little trickier than it first appears. Yes there is a Chain of Command. But where does the Player sit within it? Most military simulation type games answer this … Continue reading →
