Thursday, 28 October 2010

Board Game Concepts.

My role in this project was given to me to design a theme for our board game, now knowing the core gameplay and mechanics of our game, I was able conceive ideas on what themes could mesh well with the main values of the game and still appeal to a target audience.


I initially wanted to go with a Sci-fi theme as this is seen a lot in today’s media and with the right premise it can be taken in and accepted.
The building theme originally was going to be in an advanced futuristic fantasy sci-fi environment., but Josh (another member of our group) had opted for a 1920’s fantasy where the locale of the board was on a “flying city” The artwork he produced really portrayed his concept well, Me and Jess, who were working on Sci-fi themes set in a futuristic time, decided that we should incorporate our designs into Josh’s, having the building element of a robot in a 1920’s era.
We decided that the player should be a scientist that has been hired by a military to invent a robot drone. The chance cards incorporate this theme as well as the board and playing pieces.
I had to redesign the robots appearance to fit the 1920’s era, making the machines appear to be running on steam rather than electricity.
The detail of the designs were significantly decreased not just because of the fact that it would be really complex to build for the game pieces, but it fits it’s era and genre by having simple flat shapes, with straight lines and hard edges.
A model of the robot was made from foamboard. Sticking to the new simplified concept,  all limbs are detachable and the head component of the robot was sculpted from clay.
The model stood fairly well and looked great on the board, even without being painted, the only problem was the build time, it look roughly 2 days to complete the build.
As in the imagery presented each of the robot concepts have a colour scheme to denote their team colour to show which robot belongs to who.

Monday, 18 October 2010

Board Game Initial Concept


For this project we were arranged in the same group that we were in for the Game Redesign project. So we had already gotten a feel for how we work and what our strengths and preferences are.

The hardest part was finding an initial idea and concepts. Finding a core gameplay mechanic to design off of and get ideas from, We wanted to keep the gameplay simple, a Race game but with a secondary objective for the play rather than just getting from end of a board to another.

So we implemented the building scheme to the game, players must collect pieces of an object they must construct and the first to finish wins, Our ideas have varied a lot over time from doing Buildings to Planes and onto our final idea of building a Robot.

Josh initially came up with a concept on basing the board on a flying city based in a 1920’s era, Everyone really liked this idea and decided to keep it but he originally wanted to keep the idea to building a city. Jess and me were working on concepts to change the object to a robot, instead we combined the ideas and redesigned our ideas to fit Josh’s board theme.

Changing our original high-tech sci-fi robot designs to a more Steampunk/retro design, switching from electronics to steam and coal power. I’ll go more into this on a later entry.
Throughout the board we will add pitfalls and positive spaces to help and hinder your way to winning, having spaces that can have players interacting with each other. Along with the main objective of obtaining the pieces to construct your robot, we added a secondary gameplay mechanic in the form of a money system to acquire these pieces. Players gather money by landing on chance spaces and if they are lucky, they can gain money but can also lose it through landing on these spaces and also passing a “Start” space in a Monopoly fashion.

The target audience for this game that I personally think that will be attracted to this around 10+ with a slightly higher interest in males than females.
So far, we have our initial idea and concept down, It’s just a matter of making all of our assets to have a nice presentable prototype to have for our crit.

Monday, 11 October 2010

Various Styles of Board Games

Abstract Strategy Games:
A lot of today’s classic board games fit into this category including checkers, chess, go and mancala.
An Abstract strategy game aims to minimize luck and without a theme, nearly all Strategy games will abide to the form of a Board or Card game.  In which there are few random elements such as shuffled cards or rolling of a dice.
As J. Mark Thompson wrote in his article, "Defining the Abstract": "There is an intimate relationship between such games and puzzles: every board position presents the player with the puzzle, what is the best move?
Which in theory could be solved by logic alone? A good abstract game can therefore be thought of as a "family" of potentially interesting logic puzzles, and the play consists of each player posing such a puzzle to the other. Good players are the ones who find the most difficult puzzles to present to their opponents." [1] Meaning that each player is tackling a puzzle that both players are presenting to each other, each turn between them changing the tide of the game.
Personally, I do enjoy these games. The core mechanics on how they play are really revolutionary to other board games after these.  A game like Chess for example really has no flaws and leaving the game completely to the player and his skill in strategy.
 One thing that I feel I disagree with on Abstract Strategy Games is the lack of a theme, using plain coloured pieces and simple boards. Although that these may help to the game in getting rid of any distractions through the game personally I think it’s why some people find games like Chess and Checkers so boring with them being in two solid basic colours.

Race Games:
Race Games consists of being a rather large portion of more modern board games, this is also one of the earliest forms of board games developed  with implements and ideas dating back to at least the 3rd Millennium BC in Egypt, Iraq and Iran and also the most widely used across the world. Race games usually use dice rolls for the players to traverse across the board.
There’s been several types of Race games developed over generations, one of the earliest being Simple Race games clearly revolving around pure luck and next to no skill, The player having one piece to move around the board trying to reach the end of the path first, The most popular game known in this category being Snakes and Ladders which had descended from games of India.
Complex race games combine luck and skill, Players are sometimes given more than one piece to move are once. Allowing the player to strategically place his pieces in advantageous positions, giving the game a sense of strategy to the element.
These types of games usually have stylised boards or consist of art work accompanying the track or course of the “race”.
Roll and Move Games:
Similar to Race games but incorporate another separate game into the basic play style of a Race game, Like in Monopoly’s case the course of the board go around in a loop but has a different objective than just reaching the end in order to win. Like a card system beside the course of the board or gathering of items. Sometimes including the ability to interact with the other players of the game through your actions, giving a more personal feel to the people you are playing with.
Word Games:
Word games are based and designed on the premise to explore and language and its general properties.  These games were primarily created for the purpose of entertainment but had a second sight of being educational in teaching the given language it was based in, developing skills in spelling and sometimes grammar with certain games.
Games like Boggle and Scrabble are based on word gameplay, revolving around arranging on word structure and spelling.
There are many more variations of Board games, Over the decades the different forms and changes to certain games have developed into who new categories of games. Such as Trivia games like Trivial Pursuit that have the premise of a Board game but has the side game of answering Trivia questions, Family games that focus on having the whole family together with a slightly looser rule set to large Multiplayer games to be played in large numbers like Take it Easy and War games that usually have several models and a larger board to incorporate the equipment needed to play, the time to finish a game is significantly increased as well like games such as Risk.
Overall, my personal preference in games are the simplistic games such as Race games or Roll and Move with the odd little side games to coincide with the main objective of the game, Games that have random questions being fired at you or a lot of set-up time, complicated rules or too much equipment like masses of counters and miniatures (Such as Risk and other War games) just don’t appeal to me and I think that a board game should be played quickly and swiftly and most importantly, fun. So that when people have finished playing they would want to play again to settle the score to the just previously won said game.
[1] Thompson, J. Mark. (2000, July) Defining the Abstract. The Games Journal. Retrieved April 2, 2010, from http://www.thegamesjournal.com/articles/DefiningtheAbstract.shtml.
Bibliography:http://en.wikipedia.org/wiki/Board_games
http://en.wikipedia.org/wiki/List_of_board_games