Hi I am Kiwee, I have been around for a while, but I only seem to log on once a year, around this time
This is my first time doing SpeedGame in a long long time - I reckon it must be over 6 years since I last took part, but I have decided to give it a go this year.
I am doing something a bit different though, I plan on making a print and play board game. The reasons for this are two-fold.
- I love boardgames. The mechanics of most good video games can be translated into a board game, which in a way makes board gaming the pinnicle of gaming simplicity. Where there is a system, a board game can be made of it.
- I am no good at programming, and although I could possibly learn to use an engine that requires me to do little to no programming, I want to be able to focus heavily on making a game with strong mechanics - which would be difficult without making my own engine which I can't do.
So, I shall focus on Art, Layout and Mechanics, but first, I need to think about design and the initial step for that is to determine pros and cons of making a board game as opposed to a video game, particularly a print and play one. These considerations will determine the restrictions that my design has to fit.
- Narrative Limitations: Video games bridge the gap between film and board games in terms of narrative. By combining mechanics and systems with story arcs and character development, they can produce an engaging interactive narrative. Board games will always struggle with the latter, whereas they are very strong mechanically, bringing a story into it without producing a whole RPG campaign is very difficult.
For this reason, I am going to focus primarily on the system used in the game, if the system alone can tell a story of sorts, then I have done a good job.
- Single Player: Due to the nature of this competition, my board game will most likely have to be a single player one if I want plenty of people to give it a go. This raises issues that need to be addressed when it comes to making a board game. Most board games are multiplayer due to the fact that it is the simplest way to make a compelling and skillful game system, and so I will have to consider ways to make a fail state within the design that can be caused by the players actions or inaction. However, I want to be careful not to make player lose because of bad dice roll or bad luck of the draw (like in many traditional solitaire games.)
- Printing: Print and play is a genre of board game defined by the confines of having to print out and assemble the game before you can play it. I want to minimize the amount of "crafting" the game need in order to make it more likely that people will give it a go. Because of this, I want my printed design to require no gluing and a minimal amount of cutting - to the point where scissors aren't required at all and the game can be assembled purely by folding/tearing the paper.
- The Player's Equipment: I am going to make an assumption. Everyone will have access to dice, or a dice rolling app/website. I am also going to assume that every player will be able to conjure up some semblance of "player token", be it a coin, button, LEGO minifigure etc... That being said, I will restrict the design to only using 2 tokens (that way, a player can resort to just using two coins, each with a different face showing.)
This is what I have thought about so far, I haven't yet decided which verse I am going to use, although I have some potential ideas.