Game Design

Execution in strategy games should be considered “randomness”

I have long considered execution to be basically a form of randomness, similar to dice rolls or card draws. I have also long recognized that not everyone agrees with me, and some people find the idea deeply offensive. I can understand both of these responses, but today I would like to address them directly and […]

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“Decisions”, XCom’s “creeping problem”, and paper prototyping

Hi! Welcome to episode 53 of the Clockwork Game Design Podcast! This is the second of “season 2” of the podcast – it’s another hour plus episode chock full of cool features. First we talk about the whole “a series of interesting decisions” concept, which Sid Meier is well known for(here‘s his GDC 2012 talk

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