Hollandazed: Thoughts, Ideas, and Miscellany — game design
GIMMICKS (by Tom Russell)

One of the maxims that I would repeat to myself back when I was a tyro designer was this: There is no such thing as a normal scenario. The idea being that when you’re designing a scenario-based game, every scenario should have some kind of gimmick: this is the one where one of the commanders might defect, this is the one with the convoy passing through the gauntlet, this is the one with the exploding wagon. You would think it would be easier to come up with these when you're doing a fictional or hypothetical game, but for me...
SLUGFESTS (by Tom Russell)

One problem that became apparent after the release of Table Battles is that when players made poor decisions or did not properly work toward force preservation, the game would degenerate into an exhausted slugfest, a bunch of piddling little one- or two-stick formations limping along as the morale cubes passed back and forth, neither side achieving a definitive advantage. Over the course of the two expansions, I made the morale splits much more asymmetric and fragile as a way to "protect" the game against bad play. If losing just one formation would lose you the game, you'd be less likely...
FORGOTTEN RULES (by Tom Russell)

I remember listening to a commentary track that the director Paul Thomas Anderson did about his film Boogie Nights, in which he explained why a scene was cut from the final film. He was watching a cut of the film, and as one scene was wrapping up, he was giddily anticipating the next scene, which was one of his favorites. But when that first scene had ended, it wasn't followed by the scene he was anticipating - it was followed by another scene that he had seemingly forgot was in the film. And I'm paraphrasing here - it's been maybe...
THE BALANCE BINARY (by Tom Russell)

I have a strong preference - as a player, as a designer, and as one-half of a publisher - for dynamic games, by which I mean games where the balance is highly mutable and prone to distortion based on player actions. One of the ways I try to achieve this in my own work is through the use of feedback loops, in which succeeding makes it easier to succeed, and failing makes it easier to fail. The winners keep winning and the losers keep losing. The balance of the game is in flux, capable of being tilted in one direction...
OLD FRIENDS (by Tom Russell)

In November of 2017, I wrapped up development on the second game in our Shot & Shell Battle Series, a treatment of the Battle of the Alma River in the Crimean War. The Heights of Alma would be my second bite at that particular apple, it having served as the subject of my first published game, 2012's Blood on the Alma. That development process started by getting my debut game back on the table. I hadn't played it in over four years, and remembered bits of it only dimly. As I started to push the counters around the map, I...