Last week, we started off with by talking about the design principles and scale behind Solitaire TacOps: Ortona. This week we will be talking about the design behind the series system.
The Solitaire TacOps system, as a design idea, entered the formative stage while considering the map of the 1977 SPI game Cityfight by Joe Balkoski and Stephen Donaldson. It is clearly the work of Redmond Simonsen. A cluttered Simonsen but a Simonsen nonetheless. Standard white for clear terrain, gray roads, multiple greens for different clusters of trees and even some water features. The buildings are mostly nondescript rectangles in a range of colors, which the map key explains refers to height. A standard hex grid is overlaid to manage movement, with the hexes grouped into megahexes (a central hex and its six surrounding hexes). Small triangles dot the map providing directional cues. Each of these details building a language that unfolds the physicality that gives its fictional city a real shape. Seen through this lens one begins to appreciate the complexities the urban landscape offers.