Game thinking from Adam Clare

Category: DesignPage 11 of 63

Board Games Keep Evolving In Form And Function

Board games have seen a resurgence in the past few years for a variety of reasons, and as a result we have seen an evolution in the style of games, critiques of their design, and the technology the games use.

Over the past few months I’ve come across some cool new developments and analysis on the world of board games.

The beauty of hex grids
If you’re using square or rectangle tiles then you’re living the past. Step up your game by getting with the greatest of grids: the hex.

The 13am team knows my love for hex grids and brought my attention to this great article at Gamasutra: 20 Fun Grid Facts (Hex Grids). Here’s one of those fun facts:

Fun grid fact #6: There is only one magic hexagon with more than one cell

There are magic squares possible for any order, where all the numbers run from one to however many cells there are. But, except for the single cell, there is only one such magic hexagon possible (ignoring reflections and rotations).

Magic shapes that have all the integers in sequence starting from 1 are called normal. Abnormal magic shapes have numbers in sequence that start at a different integer. If we allow abnormal magic hexagons, then there are more possibilities.

If that doesn’t convince you, take a look how hex grids are influencing architecture! Here you can see that hex grids can be used almost anywhere.

Dealing with chance

For board game design exercises I purposefully don’t let people use dice (for reasons that would require their own post); but that doesn’t mean dice are not a good thing for games. Indeed, there are some great games out there which use dice as the primary mechanic. That being said, in my experience new game designers of table top games of all forms tend to use dice as a crutch.

If you’re thinking of using dice in your game you should give this article on to use dice effectively a read. The article looks at Alien Frontiers creator and his goals to make dice games better and more engaging.

Any given turn of Castles of Burgundy, for example, can give players an almost paralyzing number of options. When a player’s roll doesn’t match the actions he wants to take, he may spend workers to make it match. Or he may spend a die to get workers and ensure that he can take the action most important to him. Or he may conserve his workers, ignore the actions he planned to take, and hope he can do them more cheaply on the next turn.

In the 5,000-year scale of dice history, that’s an incredibly new dynamic, but it may be an idea whose time has come. Feld and Niemann arrived at their designs independently. At the time that he created Alien Frontiers in 2010, Niemann had never heard of Feld’s work — despite the fact four of his dice games had reached publication. Instead, Niemann said he drew his inspiration from a game called Kingsburg.

Cultural analysis of games

Not only is there better analysis of how to make and design games every year, we also get better critiques of games.

Bruno Faidutti has an excellent piece titled Postcolonial Catan in which he explores the current aesthetics in popular board games. He looks at the games he’s created and others in a way many designers never do.

There is something old-fashioned, charming and romantic, not only in the themes and settings of boardgames, but also in their graphic style. See the covers of Ticket to Ride and Settlers of Catan, probably the two most influential typical board game designs of these last twenty years. Playing games has become a powerful anxiolytic in a western society which probably feels less secure than it did a few decades ago. This might explain why board game sales are countercyclical, why game designers are mostly old white males (I’m one), and why game themes and looks sound so old-fashioned.

He goes on to other important issues in the world of board games in both player and desirgern terms. Indeed, he has a great take on the use of other cultures in the games we play and make. This is also the first time I’ve seen Edward Said’s Orientalism used in an analysis of board games.

Electra

Lastly, here’s a fun article looking at the history of how electronic board game have changed over 100 years. That’s right 100 years. To be honest, I didn’t know that electricity was being used that long ago – it seems downright dangerous.

The first electronic game (pictured above) was Electra in 1910!

An Experimental Game Designed To Distract You

The distractions in action.

The distractions in action.

For September’s game a month challenge I was inspired by an episode of Spark about how mobile technologies are increasingly distraction us. The gist of the episode is that the more we use mobile tech the more hooked we get on it. There’s nuance in the episode which is worth listening to (Spark episode 258). The segment on notification vacation is what got me thinking:

What if we trained ourselves to ignore notifications?

Here’s Spark’s on why we should care:

The smartphone brings the world to our pockets, but can also bring an obsession with receiving and responding to notifications. Research psychologist Dr. Larry Rosen says the relentless barrage of notifications can have adverse effects on our mental and physical health.

With that in mind, I set out to create an app that will be difficult to ignore. That way one can train themselves to ignore some stimulus from their phone which – in theory – can ultimately help them relax. The less distracted you are by blinking lights and whatnot the easier it is to ignore your phone while it’s in front of you.

Of course, we’re hardwired to be distracted by the audio and visual effects our mobiles generate. So really in some way, this game is a modern version of Sisyphus.

How to Play

Distraction player number

1 Select the number of players at the table (as in people).
2 Start the game.
3 First person to reach for the phone losses.

Winning
The person with the highest recored score wins.

Losing
A player either picks up the device or obviously motions for it. The gyroscope monitors for movement so be careful!

Designing the game

Making it was as simple as creating a little app that is visually noisy and can simulate standard notifications one normally receives. I did this using Unity although I’m sure there are better ways. First I looked into basic app making tools but none of them had the core function I needed of adding points based on time.

Why have points? Well, in order to make it feel more game-like I took the easy route and added a high score to the app. Hopefully this extrinsic motivation will serve as a motivator and as a metric for the player. To encourage play in a public setting the score increases faster based on how many people are around.

In play testing all the things that I thought would work did; it’s always nice when that happens. When testing it people had nifty ideas to further distract the player. One suggestion was to make it an alarm sound blare whenever the phone is moved.

Distractions

An early screen shot

An early screen shot

Once the game begins the mobile is told to vibrate, change colours, display random text and so on. To make it more visually impactful I also made the app ugly (which turned out to be very easy for me).

There’s also a button labelled “PRESS” which is so very tempting to press. It’s worth touching it.

Due to the way I made the distractions I’m under the impression that the app goes against the Apple design guidelines, so there’s no way it would make it through the approval process. I could put it out for Android though…

Next Steps:

I don’t plan to continue working on this at the moment. Maybe that will change in the future, for now here’s what I would do the app:

  • UI-specific notifications
  • More pop-ups
  • Better math behind the scoring
  • Using Bluetooth to find other players running the app

My previous #1GAM games:

January – Gnome Oppressor
February – Village of Cards
March – AstroDoge
April – Scapa Flow
May – Das Game
August – Game Design Improv

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