History
(Wikipedia, 2010) |
Board games have an extensive history in popular culture. The game 'Senet' is the oldest known board game in the world, originating from as early as the Pre-dynastic era, up to 5500 years ago, and is still available for purchase today. The original rules of the game are unknown, although board game historians such as Timothy Kendall and R.C. Bell have proposed rules to fit the game. Senet did in fact hold quite a substantial philosophical significance in ancient Egypt. The game became an abstract symbol of the 'journey of the dead' in Egypt, as the luck elements in the game coincided with their belief in determinism, making it hold quite a cultural significance to the ancient Egyptians. It is even depicted on the Egyptian Queen Nefertari's tomb.
The game chess also has a long history. The form we know today was derived in the 15th century from the Indian game 'Shatranj'. Chess is an internationally recognised strategy board game, which requires intense concentration and a massive amount of forward planning, despite the fact that the rules are relatively simple.
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(Wikipedia, 2010) |
Our Project
We were placed in teams to complete the challenge of creating a board game. Using our research of board game history, we began to brainstorm ideas for a basic concept. We felt this was important to do first, as it allowed us to come up with ideas which weren't too heavily influenced by trying out other games, and we could sort out problems with it after testing other games. We also decided that our target audience would have an age range of 10+, as we aimed to have a game which is simple, but does involve a degree of strategy that is probably beyond that of young children. And we decided to set it in a medieval fantasy genre, allowing for a bit of story and art work. Our initial idea on the game mechanics involved three main points:-
-The first main point was board creation, or area movement. This is where the players would place a path-card/path-cards on the board to create a path for themselves, or sabotage each others paths. This would form an element of strategy, and help create some replay value as the 'map' would never be the same for two matches.
-The second main point was a selection of characters. We felt that it would add a connection between the character and player, and possibly an aspect of nostalgia, such as with the 'Monopoly' pieces (I was always the top hat). This could add the the excitement of playing the game.
-The third main point was a dice. We chose to use a dice to decide movement, as it would add chance to the equation. This could help stop any single player from always winning, and make it difficult to foresee a winner from an early stage, helping maintain an enjoyable yet competitive environment for the duration of the game.
As our ideas progressed, we looked into other games with similar styles and ideas to give us an idea of what makes a game successful in both game-play and replay value, and also in marketing. We visited toy shops to see what sort of board games, with similar aspects to ours, were already on the market. We visited several shops, including “Kerrison Toys” as it has a massive variety of board games on display. One game, which seems to have similar game-play aspects and a medieval theme, is 'Warrior Knights'. This was however, far more complex, as it involves warfare, diplomacy, politics and economics. We found that, although having a game with many in depth levels and mechanics (including wagering and auctioning), such as 'Warrior Knights', could be an interesting game with a vast amount of choice, we are making a board game as a four week project, and need to be realistic to create a game to a good quality in that time. Also, the thought of a game that can last four hours and has a massive list of rules to follow, can be daunting. We would rather make a game that can be easily picked up and played, and should last a relatively short period of time (between 20 minutes and an hour).
Another board game we had inspiration from was 'Dungeons and Dragons'. It has a list of playable characters, represented by character cards, which have their own art work and set of abilities, and has extensive lore. It also has many sequels, or expansions. Having a game that is open to expansion at a later date seemed to us to be a good idea, as they can take user feedback into account and therefore be improved to be more user friendly. It also creates an opportunity to make the most of the market.


Once we were confident with the game, the next stage of development for me was to work out the dimensions of the boards and tiles, and make it all up in full scale. While other team members were working on character design, box art, poster art and a refined rulebook, I designed a piece of background art for the board, designed the layout of the path tiles, and designed the figures.



Refferences:
Dungeons and Dragons, (1974:08) game, designed by Gygax and Anderson
Monopoly, (1924) board game, Elizabeth Magie
Warrior Knights (2006) board game, designed by Carver, Clequin, Faidulti and Konieczca
Dungeons and Dragons, (1974:08) game, designed by Gygax and Anderson
Monopoly, (1924) board game, Elizabeth Magie
Warrior Knights (2006) board game, designed by Carver, Clequin, Faidulti and Konieczca
Online:
http://www.boardgamegeek.com/boardgame/2399/senet
http://en.wikipedia.org/wiki/Chess
http://en.wikipedia.org/wiki/Chess