Hollandazed: Thoughts, Ideas, and Miscellany — Heights of Alma
DESIGNING WITH MY GUT (by Tom Russell)
My design process is often largely intuitive rather than analytical. So, for example, while I will certainly take a look at casualty returns when designing a game on an ACW battle, I'm not going to plug those returns into some kind of algorithm, or determine the average losses per battle per brigade over the course of a campaign in order to determine the fighting value of the unit, or the leadership ability of its general. Rather, I make these decisions with my gut, with what "feels" right. Then I try it out and see if it works. If it doesn't,...