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Overview

Designing a game is not easy. Because It's easy to design a game that is not fun but hard to design a game that is still fun after the first 30 minutes.

In this section we go over some design decision I choose for Astra Aeterna (name to be changed) and why I choose them. We will go in detail over past strategy games, why some features succeed and others fall flat.

What makes strategy games great? Are strategy games just glorified board games? Are video games using the full potential they actually have? And why does every paradox DLC introduce new gimmick mechanics and bugs?

Assumptions

Sadly I will assume you have some time played in common grand strategy and strategy games in general.