Category Archives: Game Design Theory

DreadBall Season 2 Design Theory: Dead is Forever?

You know that sinking feeling you get when you count the line of body bags by your Subs’ Bench and then the funds you have to get them all fixed up and good as new? Well Season 2 has the … Continue reading

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DreadBall Season 2 Design Theory: Judwan

There are two teams which have grown out of my initial idea for a single MVP, and the Judwan are the first to be released. From day one they’ve been an experiment in the extreme end of what’s possible for … Continue reading

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 44 Comments

DreadBall Season 2 Design Theory: Girls! Girls! Girls!

One of the things I really like about the way the Void Sirens have come out is that the models make sense to me. Very often in fantasy and SF miniatures, the women get to wear little more than chainmail … Continue reading

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 22 Comments

DreadBall Season 2 Testing

What larks! Yesterday I spent the day with a bunch of 14 playtesters as we kicked around the 4 new teams for Season 2. Each of the new teams was played against one of the original 4, and players rotated … Continue reading

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 55 Comments

DreadBall Design Theory: Why 3 Player Roles?

From the outset, DreadBall was intended to be a simple game to explain and understand. A big part of this has been refining and streamlining the options for the gamer so that he or she isn’t struggling through a vast … Continue reading

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 54 Comments

Game Design Theory – Busy Doing Nuthin’

Of all the many tools at my disposal as a game designer one of the most important is my own subconscious. Over the years I’ve learned to listen to it more and more, and it almost never steers me wrong. … Continue reading

Posted in Game Design Theory | 13 Comments

Game Design Theory – Simple vs Complex

There is a fair amount to discuss on this topic, but for today I just thought I’d share a quote I found while reading a book on something other than games. It’s quoted in Getting Things Done by David Allen … Continue reading

Posted in Game Design Theory | 15 Comments

DreadBall Design Notes – Leagues Again

This follows on from the comments in my last post on Leagues. Just another Peter, Thraug and Lionel all mentioned related issues, and I thought I’d pick out the problems here as well as answer them there, to put it … Continue reading

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 22 Comments

DreadBall Design Notes – Leagues

The league system in DreadBall is mostly a traditional campaign system much as you will see in many other tabletop figure games (not that many of them have campaign systems, but… ). I decided to stick with traditional here as … Continue reading

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 23 Comments

DreadBall Xtreme

Yesterday I was talking about Ultimate DreadBall and how this was the end of the first cycle. What I mean by that is that DreadBall, Season 2 and Ultimate DreadBall all focus on the official game, run by the DreadBall … Continue reading

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 50 Comments