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Entries Tagged as 'Design'

Play The Rainbow: Early Thoughts on Pride of Nations

September 11th, 2011 · 4 Comments · Design, Paradox, Wargames

I can’t rightly remember the first grand strategy game to have multiple map overlays, each designed to show different bit of pertinent information. Europa Universalis was 2000, and it had different maps for diplomacy, terrain and religion as well as the political map where I did most of my work. Civilization IV came later and […]

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GDC Panel on Strategy Games

August 22nd, 2011 · 4 Comments · Design, GDC

The GDC panel with Tom Chick, Dustin Browder, Soren Johnson, Ian Fischer and Jon Shafer is now available for viewing at the GDC vault. A great discussion.

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04 07 1942 21:36: “Convoy is to scatter”*

August 22nd, 2011 · 11 Comments · Board Games, Design, Wargames

At 11.52 a.m. on 20 September, Rolf Hilse, on board U-48, received a coded message from Günther Prien in U-47. He had spotted a large eastbound convoy heading to Britain, and since U-48 had the latest most advanced radio equipment, he asked her to report this news to Dönitz at his command post in Lorient. […]

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Epilogue: Nations as Characters

August 14th, 2011 · 17 Comments · Design, Feature:Nations, History

What this is about, including full list of posts. When I started the national character series last fall, I didn’t expect it to take this long to finish (things refused to cooperate for quite some time) and I certainly didn’t expect it to become one of my most popular series. The popularity is largely connected […]

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More on Interesting Decisions

August 3rd, 2011 · 4 Comments · Design, Three Moves Ahead, Wargames

It takes me a while to catch up on listening to episodes of Three Moves Ahead that I am not a part of. Not that I listen to the ones that I am on, but I was there, so I know what I said. When I edited the show, I heard them all. Now I […]

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Puzzles

July 22nd, 2011 · 7 Comments · Design

I’ll get this right out. I hate puzzles in my strategy games, but I love puzzle games. If a strategy game wants to use puzzles, it has to think of them differently than a true puzzle game does. Last night, I finally finished Portal 2. I wasn’t sure I would get around to it at […]

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