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Designer Corner

Designers Corner Q8: Primary or Secondary Game?

by on Jun.01, 2014, under Designer Corner, Interviews

Gamers-Lounge-logo-LGDesigners Corner Q8: Primary or Secondary Game?

The Developers Corner is an 8 part series of segments where Bill has picked out a series of questions to pose to game developers. Three game developers participate in this first series, Toby from GCT, Romeo from WWX, and Dave from BHG. In these three developers we have a new but established game (Bushido), a newly launched game (WWX), and a game still in development (No Future). All three game designers talk about how they tackled the specific scenarios presented in their games.  The recording of these segments was accomplished over a 3 month period with a format of each developer independently answering the questions posed by Bill.

This 8th and final question asks the developers if they designed their game as a primary or secondary game for players. There are a lot of games on the market in the miniature war-gaming space, and their answers show the thought behind this quandary when designing a game.

I would like to offer my heartfelt thanks to Romeo, Dave, and Toby for participating in this series. I hope it’s helpful, insightful, and interesting to the listeners.

Bill

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Designers Corner Q7: Miniature Game vs Miniature Hobby

by on May.15, 2014, under Designer Corner, Interviews

Gamers-Lounge-logo-LGDesigners Corner Q7: Miniature Game vs Miniature Hobby

The Developers Corner is an 8 part series of segments where Bill has picked out a series of questions to pose to game developers. Three game developers participate in this first series, Toby from GCT, Romeo from WWX, and Dave from BHG. In these three developers we have a new but established game (Bushido), a newly launched game (WWX), and a game still in development (No Future). All three game designers talk about how they tackled the specific scenarios presented in their games.  The recording of these segments was accomplished over a 3 month period with a format of each developer independently answering the questions posed by Bill.

This seventh segment asks the question regarding Miniature Gaming vs Miniature Hobby and how the developers looked at that in thier games.

I would like to offer my heartfelt thanks to Romeo, Dave, and Toby for participating in this series. I hope it’s helpful, insightful, and interesting to the listeners.

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Designers Corner Q6: Skirmish v. Squad v. Army scale

by on Apr.21, 2014, under Designer Corner, Interviews

Gamers-Lounge-logo-LGDesigners Corner Q6: Skirmish v. Squad v. Army scale

The Developers Corner is an 8 part series of segments where Bill has picked out a series of questions to pose to game developers. Three game developers participate in this first series, Toby from GCT, Romeo from WWX, and Dave from BHG. In these three developers we have a new but established game (Bushido), a newly launched game (WWX), and a game still in development (No Future). All three game designers talk about how they tackled the specific scenarios presented in their games.  The recording of these segments was accomplished over a 3 month period with a format of each developer independently answering the questions posed by Bill.

This sixth segment explores the thoughts and design goals behind choosing a specific level of game. We ask the developers what they considered between Skirmish vs. Squad vs. Army scale for thier games.

I would like to offer my heartfelt thanks to Romeo, Dave, and Toby for participating in this series. I hope it’s helpful, insightful, and interesting to the listeners.

Bill

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Designers Corner Q5: Marketing’s effect on Game Design

by on Apr.18, 2014, under Designer Corner, Interviews

Gamers-Lounge-logo-LGDesigners Corner Q5: Marketing’s effect on Game Design

The Developers Corner is an 8 part series of segments where Bill has picked out a series of questions to pose to game developers. Three game developers participate in this first series, Toby from GCT, Romeo from WWX, and Dave from BHG. In these three developers we have a new but established game (Bushido), a newly launched game (WWX), and a game still in development (No Future). All three game designers talk about how they tackled the specific scenarios presented in their games.  The recording of these segments was accomplished over a 3 month period with a format of each developer independently answering the questions posed by Bill.

The fifth segment asks how marketing of the game in the future affects the game design during the initiating process.

I would like to offer my heartfelt thanks to Romeo, Dave, and Toby for participating in this series. I hope it’s helpful, insightful, and interesting to the listeners.

Bill

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Designers Corner Q4: Innovative Mechanic

by on Apr.04, 2014, under Designer Corner, Interviews, Podcast

Gamers-Lounge-logo-LGDesigners Corner Q4: Innovative Mechanic

The Developers Corner is an 8 part series of segments where Bill has picked out a series of questions to pose to game developers. Three game developers participate in this first series, Toby from GCT, Romeo from WWX, and Dave from BHG. In these three developers we have a new but established game (Bushido), a newly launched game (WWX), and a game still in development (No Future). All three game designers talk about how they tackled the specific scenarios presented in their games.  The recording of these segments was accomplished over a 3 month period with a format of each developer independently answering the questions posed by Bill.

This fourth segment tackles the importance of an Innovative Mechanic in game design.

I would like to offer my heartfelt thanks to Romeo, Dave, and Toby for participating in this series. I hope it’s helpful, insightful, and interesting to the listeners.

Bill

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