Thank-you for your comment about events in January 1991 in Lithuania. While I vaguely recall them, I it was gratifying to learn more about those events. Very moving.
I am curious about large games like the balcony floor game. I have read about some wargames where components are “blown-up” to enhance table presence and obviate stacking. Possibly, it could make them more accessible.
I can't for now comment on the "Agency Perspectives", but on the concept of agency-driven games, I would define them as games giving players the agency and control over how their actions create outcomes / results, while also working as a metaphor for the actual decisions that are being simulated.
Sieges tend to be difficult to game because of the lack of movement. Moreover, it can be difficult to engineer an engaging narrative. Years ago, I recall working on a design about the final siege of Constantinople. Ultimately, the prototype didn’t work. Not that it couldn’t be made to work. But, the lack of maneuver created narrative challenges.
The designer is a buddy of mine! We worked together on a game about the fall of Rome. Sadly, it never came to fruition. He’s a great guy. Fine game design mind.
Thank-you for your comment about events in January 1991 in Lithuania. While I vaguely recall them, I it was gratifying to learn more about those events. Very moving.
Thank you!
I am curious about large games like the balcony floor game. I have read about some wargames where components are “blown-up” to enhance table presence and obviate stacking. Possibly, it could make them more accessible.
That's Diplomacy! If you have more players (e.g. working in small groups as a single player), having larger components can be very helpful.
Yikes! Diplomacy is a game world unto itself. The idea that the path to victory requires deceit is personally unsettling.
Who or what is “Agency Perspectives”? What are agency-driven games? I am unfamiliar with the phrase.
I can't for now comment on the "Agency Perspectives", but on the concept of agency-driven games, I would define them as games giving players the agency and control over how their actions create outcomes / results, while also working as a metaphor for the actual decisions that are being simulated.
Sieges tend to be difficult to game because of the lack of movement. Moreover, it can be difficult to engineer an engaging narrative. Years ago, I recall working on a design about the final siege of Constantinople. Ultimately, the prototype didn’t work. Not that it couldn’t be made to work. But, the lack of maneuver created narrative challenges.
Yes, sieges are definitely difficult to get right. I quite like how Fire & Stone: Siege of Vienna 1683 handles them.
The designer is a buddy of mine! We worked together on a game about the fall of Rome. Sadly, it never came to fruition. He’s a great guy. Fine game design mind.
Oh, that's cool! It's a shame the Rome game didn't work out...