Category Archives: Game Design

DC: Next Game Post 1: Taking in the Wider View

Work continues at a steady pace on DC3 : Barbarossa but we are starting to give some thought to what comes next. While there are plenty of obvious candidate conflicts that would benefit from a similar treatment we are pondering … Continue reading

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We Are Watching You… Metrics Part 2

This is a follow on from Vic’s post ‘Monthly Metrics : 2015’ The game includes a Metrics option that sends data back to our secret Caribbean server every five rounds. What does it send? Only the information that’s been used … Continue reading

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Barbarossa Developer Notes #10: The Low Down

Information How information is presented is a big, topical, subject. A game can live and die by it’s ability to provide adequate feedback to the Player. Game mechanics that chug away in an information vacuum are no fun for anybody. … Continue reading

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Barbarossa Developer Notes #9: The Fiddly Bits

Micromanagement A lot of people equate micromanagement with depth, detail and decisions. Fair enough, but I’d take a different point of view. The presence of micromanagement, is to me, a failure in design. It’s something to be avoided at all … Continue reading

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