Board Games:

Posted: March 8, 2011 in Uncategorized

So this week we went offline so to speak – we are exploring the world of board games and slowly in the progress of creating our own piece. We’ve been working in groups of 3-4 to make the progress both easier and faster. Thomas Vigild, our Game-Maestro, gave a brief introduction to the history of board games, spanning all the way back to several hundred years B.C. with games like dices, Go, Chess, Backgammon and Kalaha – to name a few. Beyond all the classics Monsieur Vigild also gave us a small glance at other interesting games like Train which was a game that especially caught my attention.  Careful with the “Train”-link as it contains a few spoilers. Train is one of those games which most likely and hopefully gives you a proper knock-out, with a big red flashing sign at the end of the game, making you think of real-life choices and what you would do when or if you are just following orders and rules – in this case the board-games’ rules.

After this brief introduction to various ways the board games have gone, and the effect gambling had in 1900’s, we said hello to Martin Rauff Nielsen (link’s in danish) who is one of the brains behind the live roleplaying game BARDA from Danish Television and founder of the Baaring Stories Studio. He walked us through the basic of the BARDA gameplay and other roleplaying games and then went on about players’ motivations and drive in a game illuminating this through tests and theories made by both Nick Yee, Standford University, and Richard Bartle, Essex University (follow the links to take their tests). To understand the thoughts behind the tests we also looked at Nick Yee’s motivation model. The reason for showing us these motivation-models Martin Rauff went on about some of the troubles one might encounter as a developer meeting a marketing or publisher who come in with one specific type of player-base for their game. Using the same model we establish a common language and the communication between game-developers and publishers will improve. Publishers will of course be looking for money and developers will look to preserve and take care of their baby – the game. Martin Rauff stressed the point that it is, after all, possible to make a game which appeals to more than one type of players (achievers, immersion, exploration, killers etc.) and that might be something a developer will have to communicate through to their publishers in a proper and sensible way.

We also had a short visit from another dane who had invented a game called STAKiT which I won’t talk much about this time. The others have been trying out different board games like Dixit and Apples to Apples. I didn’t get the chance to test them out but from what I can tell the later of those two wasn’t a huge success.

Watch out as I return with news of our own board game which we are designing now. TTFN!


Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )


Connecting to %s