Thursday, 10 December 2015

Board Game Post-Mortem

Board Game Post-Mortem

Our board game was based on four game IP’s; each had its own section of the board. The games were Need for Speed, Pokémon, World of Warcraft, and Mario. The gameplay consisted of rolling a dice to move your counter around the board a specified amount of times before heading back to the centre where the game starts, the first to do this wins. However, certain squares that the player would move across meant they had to pick up a card; these cards would have various effects that would either help or hinder them and the other players. Additionally these cards were themed accordingly to the game that was being illustrated in the section of the board you were in, so the Pokémon section had Pokémon cards, the Mario section had Mario cards, and so on.

There were two types of cards, random draw cards and creature cards. Cards from the random draw deck would either be action or consequence cards, with action cards providing a benefit or boost to the player who drew it (such as moving forward a certain amount of squares) and consequence cards negatively effecting them in some way (such as missing a turn). Creature cards on the other hand would have more of an effect on all the players in the game once drawn (such as all players would have to role a dice and if they roll below a certain threshold they move back), additionally these card would be based off of characters or iconic creatures from their respective games.

These cards helped to introduce an element of skill to our game, since without them the winner would merely be determined by how lucky each player was with the role of the dice. Although some cards just had a direct effect, such as in the Mario section one card said you had been hit by a red shell and had to move back two squares, others allowed the player to make decisions (hence the introduction of skill). For example, one such card from the World of Warcraft section allowed the player to choose if they wanted to risk drawing a card from the random draw deck or play it safe and stay where they are without drawing a card, so depending on the players position in the game they can make a tactical decision as to if the risk is worth the reward.

The board itself was designed in such a way that despite having fixed three-dimensional features, it could fold up into a box for manageable transportation and storage. Additionally, some smaller removable three-dimensional features could be placed, along with the cards, in a container that made up the bottom of the box when the board game is packed away. This means when the game is not in use there are no lose parts or anything sticking out, just one box with everything condensed inside. We felt this was a vital feature to incorporate into the design of our board, since otherwise it had the potential for parts to be lost easily as well as being very large even when not in use, which would make storing the game very inconvenient for any potential customers.

When deciding what games to base the design of our board game on, we made sure not only to consider that each one had enough content for us to get an in-depth theme for our illustrations, but also that each one differed from the others enough that the individual sections really felt like different games all together. We decided this was important to consider since it stopped the game from becoming repetitive as you moved round the board when playing; just as you’re getting used to the design of the board and lore within the cards, it changes to something completely different. Additionally we felt the overall idea of incorporating multiple games into one allowed for a much wider target audience if our game were to be marketed as an actual product.

In terms of making our board it was easy to delegate who in the group could do what, since there were four members and four sections. Each member was responsible for making the backgrounds to their quadrants of the board, creating a design that could incorporate some three-dimensional element, and making all the cards that go with their game. We worked on the arts and craft side of the design for the three-dimensional features as a group, since we had to ensure each section fit around all the others so the board could fold neatly up into a box.


As a whole the group worked together efficiently and productively, with the board quality being at top standard. The only shortfall was some sections had much fewer cards than the agreed amount, so the gameplay within these quadrants can become repetitive due to being forced to recycle cards. However I personally am very pleased with the board game we have made; its aesthetics are extravagant and interesting, its functional everywhere it can be, the game IP’s it is based on are illustrated clearly, and most importantly the gameplay is very entertaining.

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