What makes a memorable turn order? An experimental mission to Flashpoint: Fire Rescue (Part I)
Flashpoint is a very well designed game but it has an oddly forgettable turn order. Can we use it to find out if certain design decisions will always result in a more memorable structure? UPDATE: Full results now available in Part II. A theme that does an awful lot of work Flashpoint: Fire Rescue is one of the best examples of theme-first design that I have ever seen. From beginning to end, its burly theme throws the player over its shoulder and carries them through its mechanics with confidence. The fire itself spreads logically in the way that you'd expect a house on fire to spread: sometimes randomly from a build-up of heat or an explosion, but always gradually and...