Hollandazed: Thoughts, Ideas, and Miscellany — wargame design

FROM THE ARCHIVES: LOOPS (by Tom Russell)

Mary Russell

Tags game design, wargame design

FROM THE ARCHIVES: LOOPS (by Tom Russell)

One of my favorite tools to use in a game design is the feedback loop. While it's something that's featured in several of my designs, Blood in the Fog is probably the one that illustrates it best. The Russian Player has certain advantages while the dense fog neuters the range of the powerful enemy rifles. This fog remains in place until a Fog Chit is drawn from the Russian cup, at which point it starts to gradually lift. Every time the Fog Chit is drawn, the number of Activations per turn - the number of chits drawn - increases, which...


FROM THE ARCHIVES: CAT / MOUSE (by Tom Russell)

Mary Russell

Tags game design, gameplay, wargame design

FROM THE ARCHIVES: CAT / MOUSE (by Tom Russell)

One of the things I really enjoy about John Theissen's operational ACW games (More Aggressive Attitudes, Objective Shreveport!, and Hood's Last Gamble, for those keeping score) is how difficult it can be to have a proper battle. Whenever you declare combat, your opponent usually has the option of attempting to Retreat Before Combat (RBC), with a 66% chance of success (sometimes more). With a successful roll, the enemy stack slips through your fingers. And, when the shoe is on the other foot, you slip through theirs. Both sides generally want to do battle with the enemy, because winning battles decisively...


FROM THE ARCHIVES: STABLE TESTING

Mary Russell

Tags game design, game development, wargame design

FROM THE ARCHIVES: STABLE TESTING

Today, a few brief words of advice about playtesting. Playtesting is of course the scalding hot viscera that brings these little Frankenstein monsters to life, and as might be expected by my choice of metaphor, it can be a messy, dangerous, and exhausting process. There are oodles and oodles of advice out there about how to choose testers, how to conduct tests, what to ask, with much of the advice often being contradictory. Really, you just have to find the method, or combination of methods, that will work best for you. But whichever method you choose - however you go...


FROM THE ARCHIVES: CARTS AND HORSES (by Tom Russell)

Mary Russell

Tags game design, rule writing, wargame design

FROM THE ARCHIVES: CARTS AND HORSES (by Tom Russell)

My father had started working for Blue Cross around the time I was born, in an entry-level position. It didn't take long for him to advance up the ranks into management. I don't remember a whole lot of conversations with my father before he died, but I remember him telling me that he was always the first one in and the last one out, and that if you put in the time and the energy, if you work hard and seize opportunities, you can make something of yourself.  I got my first job when I still a teenager - I...


THE BALANCE BINARY (by Tom Russell)

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...