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| Products | | The Guns of Gettysburg | | Design Diary | | 2D or Not 2D? That is the question. |
Most of the component design I do when designing games is creating artwork for printing, and I’ve shown you a fair amount of that. The game board, the box, the rules, counters, and stickers all fall into that category and are basically 2-dimensional designs (even if the box is a folded 2D design). However, some of the components I design aren’t like that: they aren’t like that: they aren’t ink on paper and they aren't 2D. Specifically, I’m referring to the wooden blocks I’ve used in both previous designs and the metal command stands used in Napoleon’s Triumph. These can’t be defined as artwork files for a printer to print on paper; they have to be defined in a different way.
No doubt someone with a mechanical engineering background would specify them using a CAD program, and if I had anything really complicated I wanted to do, it would no doubt make sense for me to learn how to use one, but as it is I just tend to fall back on paper specifications. Anyway, I thought I’d show you what non-printed components I’m having made for The Guns of Gettysburg and how I’m speccing them.
Having exhausted the topic of the 3D component specifications, I thought I would provide an update on the design of three of the printed components, starting with the box top.
The top of the box underwent a minor revision just since the last diary entry. One of the folks commenting on the posted design, Brian Morris, expressed dissatisfaction with my subtitle “Battle to Save a Nation” on the grounds that it could have been the subtitle of ANY Civil War battle, and that perhaps something from the Gettysburg Address might be less generic and more appropriate for a Gettysburg game. Well, Brian wasn’t the first person to comment negatively on my subtitle; an old friend had complained that it sounded like something out of a high-school history textbook. Ouch. As it happens I admit that I chose the subtitle rather quickly and without a lot of thought: I was just designing the box, needed to put something there and went with one of the first ideas I had. I did have an affection for it though because I did like the ambiguity (it could be read as referring to either the Union or the Confederacy), but I thought that the criticisms had merit. And so I decided to accept Brian’s suggestion and take a look at the Gettysburg Address to see if Lincoln had had any good ideas. Unfortunately, although Lincoln had put together a pretty good speech, he didn’t seem to really have my game in mind when writing it, which is downright inconsiderate of him when you think about it. Still, I decided to play around with his speech and came up with a new subtitle: ‘That this Nation Shall Not Perish From the Earth", which has enough of the address in it that it SOUNDS like it comes from the Address, even though it doesn’t (quite), and it retains the ambiguity that I liked in the original. So I’m going to try it out:
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As I indicated in my last diary entry, I had a lot of areas of dissatisfaction with the previous box bottom design, and so I decided to take another crack at it. I change the picture so that it was horizontal rather than vertical, and so that it showed the blocks sticker sides instead of their tops. I think that shows the game off better than the old picture. I also revised the text, splitting it into two small boxes, one about the history and the other about the game. The thought was to let the visuals speak rather than the words, and so there isn’t really much text. My idea was that by showing players the pieces and the map, they can see both the resemblence of the game to its predecessors and get some idea of the differences as well. I am pretty conifdent that any wargamer looking at the map design would find it unfamiliary enough to accept, on that alone, the claim that this game was not like any other that they had played. So is this design a good idea? Well, maybe. Some days I like what I see, and other days I don’t like it as well. We’ll see how it wears on me and whether I get any ideas that I might like better. I will say though, that the clock is ticking and that I’m not about to hold up publication waiting for a better idea on a box design. When I get to the point where the rest of the game is ready, whatever box design I have is the one I’m going with.
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It occurs to me that I haven’t shown the full game board in a long time; not since August 2009 to be precise. Well, the board has changed some, mostly in subtle ways here and there in the map, but there has been one global change: I’ve deepened the colors on the map. My general philosophy with color is that the single most important thing about the color design is that the pieces and the map should not be sharply differentiated from each other. Pieces are small (compared to the map) and to jump out they need to have much stronger colors than the map. To make this happen, I’ve used very bold colors for the pieces (the blue and red chosen are both very strong, saturated colors) and much more muted colors for the map. As a result, my maps have often looked a little dull without the pieces on them, but when the pieces go on the map the pieces really visually pop, and it is the strong visual statement the pieces make against the map that gives the games their look.
Well, with the revised map, I’m making this my strongest map (in terms of color) so far. My thinking is that I really wanted to bring out the ridges a little more, and that I could do this by using stronger colors for them. I also thought I could get away with it because the contrast of the green map with the red and blue pieces was still very strong, and that on-balance the pieces could still make a strong visual statement, even against the stronger map color.
Old
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New
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That’s about it for now, although I still have other things I want to talk about in the design diary before winding it to a close. (And yes, that does mean that the long design cycle on this game is now near its end. Barring some major unforeseen problem, a release later this year will happen.)