Board Games: The Good, the Bad and the...something.

A game is an activity in which people (referred to as 'players') play either alone, with or against each other to attain a set goal. There are specific rules and regulations that must be followed to get to the goal, which provides a fair opportunity for everybody. Most games rely on chance, which is the fact that every outcome and path to the goal will be different each time the game is played. Chance is usually created by the use of dice, cards and other randomising objects. Another key factor in board games is strategic element, where players must think ahead or move carefully in order to win.

I believe that the criteria to a good game must contain most, if not all of the following;

  • Tension in Competition: Most games grow in tension as they play out, since each player is closer to winning. Tension must always peak naturally and never to a near non-existent point, as players will grow tired of playing and have no fun.
  • Replayability: If the game is exactly the same every time, there will be no replay-value. Nobody wants to play the exact same game over and over again, so freshness keeps things from getting stale. Chance is also a big factor here, as you're very unlikely to get the same roll, for example, on every turn in two different games.
  • Surprise: The element of surprise could be linked with tension, as the unexpected always keeps players on the edge. Surprise mostly comes from opposing players when they make a move that may hinder the progress of you or another player.
  • Equal Opportunity: All games must give player an equal chance of winning the game, otherwise the losing player(s) can determine who the winner will be and not want to continue playing. This is a vital ingredient to making a game that everybody can enjoy until the end.

I also believe that the more of the following the game includes, the more likely it's going to be a bad experience to play;

  • Long Waiting Times: If the wait until a player's next turn is too long, they will lose interest in the game and what's currently happening. Turns must be kept short and sweet to avoid boredom.
  • Inconsistency of Rules: Games must know what they want to be before they are played. Strategy games cannot rely too much on chance, and vice-versa. "Games of chance must have simple rules and offer few alternative possible moves. This should result in short turns and a generally fast-paced game. Games of strategy, at the other end of the spectrum, should offer abundant alternatives each move. This will let players realize their potential. It must be possible for a player to achieve mastery." (1)
  • Complexity: If a game is too simple or complicated, it would be hard for players to be engrossed by it. Games involving strategy have the option of being a lot more complex as this is the audience they may be targeted at. Games solely of chance must usually be simple and fast-paced to avoid boredom and to keep things fair.
I think this will help us when deciding on the mechanics of our board game, to keep it from becoming tiresome and to keep things fresh and replayable.

(1) Kramer, W. http://www.thegamesjournal.com/articles/WhatMakesaGame.shtml

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