This is the first post in an occasional series examining design choices that were critical factors in the overall success of a game’s design. In this entry, I go right in with one of the greats and look at Dominion’s powerful victory point (VP) card… Read More
In the last post I explored some possible reasons why Flashpoint’s turn order is just so forgettable. In this post, I present the results of my little experiment and explore what it all means.
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.