Hollandazed: Thoughts, Ideas, and Miscellany — game design

FROM THE ARCHIVES: ONE STACK TO RULE THEM ALL, AND IN THE DARKNESS BIND THEM (by Tom Russell)

Mary Russell

Tags game design, playtesting

FROM THE ARCHIVES: ONE STACK TO RULE THEM ALL, AND IN THE DARKNESS BIND THEM (by Tom Russell)

Playtest, playtest, playtest. Even folks who only play games, and never make the transition to designing, know that playtesting is an integral - maybe even the integral - part of the process. A common refrain when a game disappoints us is, "Did they even bother to playtest this?" There are various reasons why we playtest. First, to make sure the game works as intended; second, to make sure the game is fun; third, to catch and eliminate ambiguities; fourth, to make sure that there's some decent amount of replayability; fifth, to ensure the game's balance isn't broken. And there is...


FROM THE ARCHIVES: 2P (by Tom Russell)

Mary Russell

Tags game design

FROM THE ARCHIVES: 2P (by Tom Russell)

I came to wargames somewhat sideways. I had initially operated under the delusion that I was the designer of mid-weight eurogames, only dipping my toe in the hex-and-counter pool as a lark, only to find, to my surprise and delight, that these waters were more agreeable to my peculiar talents. One wargame sold, and then another, and soon I stopped trying to hawk my eurogames altogether so that I could focus on wargames exclusively.  Do I miss the euro-style games? Not really. I wasn't very good at designing them, to be honest. Partially this was because I spent considerable time...


THE BAND-AID (by Tom Russell)

Mary Russell

Comments 1 Tags game design, gameplay

THE BAND-AID (by Tom Russell)

One of the most curious things about making weird games on purpose is that there are folks who don't seem to think that it was on purpose. I couldn't really mean for the game to do that; somehow it snuck its way into the design when I wasn't looking. I get this a lot with Table Battles and its mandatory reaction loops. There are folks who feel this is a huge flaw, and they can't believe how obstinate I am in refusing to admit it. But the mandatory reactions aren't just an aspect of the game, they are the game...


FROM THE ARCHIVES: OP FIRE (by Tom Russell)

Mary Russell

Tags game design, game development

FROM THE ARCHIVES: OP FIRE (by Tom Russell)

I don't play a lot of tactical games; it's just not my jam. Occasionally someone will ask me to explain why it's not my jam, and there are several reasons, sure. Even the simplest tactical games are still a little too complex for my taste. I'm also not a big fan of turns that take twenty minutes to play but represent five minutes on the ground. And then there's a tendency for the hexes to get overly congested: I have a stacking limit of two units per hex, but one or both of those units can be a vehicle which...


DINO TB (by Tom Russell)

Mary Russell

Tags Dinosaur Table Battles, Dinosaurs, game design, Table Battles

DINO TB (by Tom Russell)

One of the things I'm working on - and if you ask Mary, the only thing I should ever be working on, and why isn't it done yet - is Dinosaur Table Battles, a standalone offshoot of our flagship Table Battles series. This naturally seems like it should be the easiest thing in the world: come up with some dinosaurs, translate their various offensive and defensive abilities into the language of Table Battles, you could do this in a weekend, why isn't it done yet. But as the director said to the cowboy, would that it were so simple. Because...