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Theory Behind the Game Part 6

In the previous posts (part 1, part 2, part 3, part 4, and part 5) we addressed the technical and philosophical concepts behind Dog Fight: Starship Edition. Ideas are still being developed. The game itself continues to expand while we also search for a publisher. There are also plans for the distant future of the game and for the near future of the business model.

3rd World Revolt

I'm trying to design a game but am having some difficulties. My basic idea is an unstable 3rd world country. There is two sides one side that is trying to join together all the cities and establish a government and the guerilla side thats goal is to destroy roads and cities and prevent the countries unity. I started out simple with hexes, three terrain types, as city, flat, and mountain. Mountain which you can't travel through. So far I'm only using one type of military unit like in Risk. And resource caravans to build roads and supply cities.

Worst Demo Attempt Ever

I have been demoing games for a long time for Mayfair Games, ElfinWerks, and occasional others, and I’m fairly good at it. I now have the pleasure of demoing my own game Nitro Dice. Well it’s a pleasure when it goes well at least. This time it didn’t.

Simple Versus Complex As a Game Design Philosophy

At conventions this summer I’ve watched two multiplayer fantasy wargames with many similarities but perhaps different philosophies of design. At the UK Game Expo in Birmingham England I watched Wizards of the Coast’s new game Dungeons and Dragons Conquest of Nerath being played, and at WBC in Lancaster Pennsylvania I watched a not yet published (P500) game called War Party.

Metaphysical structures in game design. What are they? Why are they important?

I'm writing a book that teaches the reader how to use specific philosophical tools to deconstruct games and design better games, ten moves on to playtesting and publishing your game. Following is an excerpt from the first chapter titled, "Metaphysical structures in game design. What are they? Why are they important?"...

WBC, Dragon Rage, Tabletop game design book

I was at WBC in Lancaster PA for three days recently. My Thursday night talk about game design had a pretty good attendance, perhaps slightly less than when it is on the weekend (I couldn't be there at the weekend this year).

A review of Dragon Rage appeared in a British blog:
http://rivcoach.wordpress.com/2011/08/08/review-dragon-rage-from-flatlin...
Also on BGG:
http://boardgamegeek.com/thread/684165/boardgames-in-blighty-reviews-dra...

Waiting to see

Minion Games had Nitro Dice for sale at GENCON as well as demoing it in the evening. So far the only new comment at BGG is from someone that demoed it and decided it wasn’t for him.

I’m eager to see a full fledged review but I’ll likely have to wait for at least a few days if not longer until people get together with their gaming groups to play what they brought back from the show. I know when I get a new game it is often moths before I get a chance to play, sometimes much longer. I hope I don’t have to wait months.

Still looking, and other animals

Three more publishers, three more refusals. Oh, well and on we go.

Starting to wonder how people keep coming up with ideas for games. Maybe that's just the way the dice roll: some people get lots of ideas; some of us mere mortals, just one. Either that or I'm not looking in the right places.

I start to wonder if the design of the game is too fiddly, or something... or maybe it's just "not a good board game". Second guessing, over and over.

Onwards and upwards. KBO and all that.

Theory Behind the Game Part 5

What part of a strategy game consumes the most play time (as opposed to preparation time)? After component prep (perhaps painting miniatures or building your deck) and game set up, what takes up the most amount of time during a game is probably either chatting or action planning. You'll have to deal with the dialogue issue. But the issue of taking a turn is addressed with the game construct of Dog Fight: Starship Edition. Let's take a look.

Sequence of Play

Vehicle Game Design Contest

We at The Game Crafter are pleased to announce our first of many design contests. Each will have a theme, and a short set of rules. After that it's all up to your creativity to see what happens.
There are many different kinds of vehicles in our parts catalog. For our first contest we want you to design a game that features one or more of the vehicle parts in our parts catalog. It doesn't matter whether you feature just one kind of vehicle (like a boat racing game), or if you create a game that requires a whole horde of different vehicles (like a military strategy game). 

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by Dr. Radut