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| 'Kerrison Toys', one of the many Toy Shops we encountered. |
To kick-start our project, we thought it would be a good a good idea to play-test some existing board games for some inspiration. We ventured out to Toy Shops, and looked into all sorts of different games. We looked at games based on their art styles, gameplay morales and if they caught our interest, we'd take a deeper look into it. Luckily for us, Norwich has a fair few Toy Shops on offer, all packed to the roof with board games.
The Lego game 'Minotaurus' (left) was a very interested one, as it took the normal Lego concept of 'build it yourself' and put it into a maze-style board game. In this game, the goal is to lead your 4 pieces into the middle of the board, while avoiding the Minotaur and placing bricks to hinder your opponents. We loved the idea of having to build your own path, so we play-tested this game for ideas on how we could adapt this to our game.
Though we couldn't get a chance to try out 'Warrior Knights' (right), we all agreed that the art style was exceptional. We thought that something similar to this would be a good fit for the idea we had in mind. The gameplay itself, however, looked a little too complicated for what we were going after.
There are so many different games in the world, that it would be difficult to make something completely new and unique, especially as all board games link somewhere down the line. We wanted to keep our game as simple as possible, but also keep that strategic element to it as to not make it a chore to play through. With all the games we'd looked at, we agreed that a 10+ age range would probably be the best way to go, as it would give us a good range to make the game a little more edgy and risky.
We also found a game called 'Labyrinth', which looked notably similar to the idea we'd had in mind. In Labyrinth, there a tiles that are fixed to the board, which players can slide around the board to create new paths for them to follow. Though we thought this was a fun concept, we believed it would lead to the same game every time we played it (though we could be wrong). We decided that we'd have to find a way to make the game play differently each time to shake things up a bit.
Labyrinth: The Duel (left) is one of the many expansion packs for the original game.
Another game that caught our eye was 'Citadels' (below), a Medieval card-based game. We loved the idea of the player creating their own path to reach a certain goal from Minotaurus, so we took this and started to brainstorm around mixing the two styles of gameplay.
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| 'Citadels' was a key part of our ideas process. |
Using a mixture of ideas taken from our research, we went with the idea of starting with an empty board, and having the players place down their own tiles to make the path for themselves so that they could reach the goal. We also to the idea of players having the ability to hinder their opponents movements with the addition of cards, to give the sense of fierce competition similar to that seen in Minotaurus.
Next, we all went away to research a little more on ideas to make our game stronger. When we came back, after some more brainstorming, we all sat down and put our thoughts together to come up with a set idea that we could develop. We decided that instead of 4 generic character pieces, each piece would be different and have it's own special ability. We came up with 4 recognisable characters from the Medieval era, which were the Knight, Mage, Archer and Thief. We then started to think about the board layout, and worked to create something similar to this:
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| Our Board layout. |
Going with our path tiles idea, we knew this kind of set-up would be perfect for the gameplay we had in mind. At this point, we all assigned ourselves to parts of creating the game. Me and Gavin were given the task of the game's mechanics and rules, along with creating the instruction manual. At this point we had to figure out the basics behind the rules, such as ways of getting to the middle, how the tiles and cards are used and how players might interact with each other. To make this task a lot easier, Gavin created a mock-up of the board (below) so that we could play-test the game to see what would and wouldn't work. During this time, Paul created the pieces that would represent each character (below, shown on board) using 'Super Sculpey' modelling clay. They came out wonderfully, and this helped Ilze and Jay with their task of creating the artwork for the game.
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| Original mock-up of our game, with character pieces. |
Before we continued with making the game's rules, I thought it would be a good idea to continue my reasearch into wake make a good game, and what makes a bad one so that we could apply this research into the creation of our game.