Archive For The “Design” Category

Design x Dragoons: The Golden BB, Or Critical Hits At A Large Scale

Design x Dragoons: The Golden BB, Or Critical Hits At A Large Scale

Each week, our #DesignXDragoons panel will offer their thoughts on a talk about game design, game development, or gameplay.
You’ll see what they have to say, and get a chance to chime in yourself, either in the comments below, or in our forums

This week’s question:
Many games include a special critical hits table to reflect the infamous “golden bb” phenomena. Other games eschew critical hits and use a non-specific damage model. What say you about critical hits? Also…can “critical hits” be used for large scale (operational) wargames, and if so, what might they be?

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Design x Dragoons: Key Facet of a Historical Era

Design x Dragoons: Key Facet of a Historical Era

(ed note: forgot to hit ‘publish’ on this!)

This week’s question:
Wargames have been published for just about every historical era one can think of.  Pick an era, and tell us what you think is the most important consideration in design for a wargame of that period.  Are there “must haves” that you need to see in an ancients or Napoleonic game?  Are there any elements that truly distill the essence the an era?

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Each week, our #DesignXDragoons panel will offer their thoughts on a talk about game design, game development, or gameplay.
You’ll see what they have to say, and get a chance to chime in yourself, either in the comments below, or in our forums

(more…)

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Design x Dragoons: The White Cell, and Wargame Injects

Design x Dragoons: The White Cell, and Wargame Injects

Each week, our #DesignXDragoons panel will offer their thoughts on a talk about game design, game development, or gameplay.
You’ll see what they have to say, and get a chance to chime in yourself, either in the comments below, or in our forums

This week’s question:
So what sort of injects should the White Cell give you during a wargame? Do they provide distractors to see how well you focus? Additional resource challenges to force you to prioritize? Or are they simply throwing extra work at the teams that are moving faster to keep everyone on pace?

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Design x Dragoons: The One Important Thing™

Design x Dragoons: The One Important Thing™

Each week, our #DesignXDragoons panel will offer their thoughts on a talk about game design, game development, or gameplay.
You’ll see what they have to say, and get a chance to chime in yourself, either in the comments below, or in our forums

This week’s question:
Is there One Important Thing a wargame designer must do when designing a game?  No “it depends” or “top 10 lists”….just one absolute axion of game design?

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Design x Dragoons: Heroes of the Battlefield

Design x Dragoons: Heroes of the Battlefield

Each week, our #DesignXDragoons panel will offer their thoughts on a talk about game design, game development, or gameplay.
You’ll see what they have to say, and get a chance to chime in yourself, either in the comments below, or in our forums

This week’s question:
Some tactical games feature individual non-leader units – sometimes called heroes. These individual hero units typically act as a force multipliers, providing bonuses to firepower, morale or defense. But are hero units a concession to sensational gameplay, or do they reflect the legitimate contributions of real-world soldiers who have distinguished themselves “above and beyond” the call of duty?

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Design x Dragoons: Stealing A Good Idea

Design x Dragoons: Stealing A Good Idea

Each week, our #DesignXDragoons panel will offer their thoughts on a talk about game design, game development, or gameplay.
You’ll see what they have to say, and get a chance to chime in yourself, either in the comments below, or in our forums

This week’s question:
What’s a great idea that you’ve seen in someone else’s game design that you couldn’t help but think “damn, I wish I’d thought of that first!” and did it inspire any of your subsequent design efforts?

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