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I've realized board games are simply mediums to strengthen relationships with those we care about. I've come up with a lot of constraints on which game mechanisms foster/inhibit this goal, and designed a game around these constraints, that will hopefully be fun. Called D Y S T O P I A 4 2. I will try and actually bring it to market. Those who want updates, click here: http://goo.gl/LZqfEL
Cheers!
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Hi all. This is my first post here. I'm not a huge board gamer, but recently played some with my family during a cabin vacation over the summer and have become converted to how awesome board games can be. Basically I've realized board games are a medium in which human relationships can be nurtured, just by spending time together and talking. I guess that's what I really appreciated about this experience this last summer.
However, I've realized that there are elements in different board games that I love, but each has their own flaws. So I'm on a quest to design a board game that *I* feel would be the world's best board game (obviously subjective). It's gone from sketches on scratch paper, and hopefully will end up on shelves someday - I may go the Kickstarter route. So I'm breaking apart the psychology of what I love about board games, what I dislike, along with the pros/cons of my favorite games and recombining them into a playable experience of my own creation. Since I'm not starting with a specific theme or style, and have been working backwards with specific constraints, I'm calling it reverse engineering.
Here are my requirements:
- Game must be playable in 30 min to 1 hour. Any shorter and the players can't adequately enjoy each other's company in one gameplay, any longer and it creates too big of a time commitment to bust out (think RISK).
- Game must include up to 5 players. The perfect number of players that suits good group interaction.
- Somewhat slow paced. A game mechanic that moves too quickly will prohibit natural conversation and won't serve the purpose of allowing loved ones to simply talk.
- Not contentious. Games where you directly attack another's territory or units, while competitive, often foster contention. There are literally board games that I've seen friendships stained over. I'm talking table-flipping, insult-hurling, physically-violent ensuing stories.
- Independent player progression. Instead of winning of another player's loss, players progress mostly independently, thus preserving desire to win without the expense of relationship peace.
- Turn based. This allows all participants to have a bit of the spotlight, including guests or newcomers to groups.
- No dice rolling. Too much luck, doesn't feel like strategy can be incorporated. How to handle a dice falling on the floor always results in an argument from the more competitive participants.
- Simple/Strategic. Simplicity increases the chances the board game will be played by first timers and children. Strategy will give the game lasting value, or many repeat plays.
- Mathematically balanced. As an engineer in training, I love things than can be mathematically expressed and optimized. For instance, in Scrabble, given your available letters and the board layout, a "best" solution always exists, and can be readily found using linear algebra cheats. I want a game that's perfectly balanced, with every player having an equal chance for success, a game that I can program every possible permutation of the outcome and confirm complete balance (Chess has still yet to be solved, but maybe someday).
- Choice Stressing. I find games that require the player to choose between two seemingly *good* moves to be highly addictive. These choices get the heart pounding, and create an exciting quality.
- Multiple goals. With some games, one bad move and you're out of the running. I want multiple avenues in which a player can win, so as to keep all players fully engaged to the end, thus preventing pouting.
- No player elimination. This keeps the family together until the last move.
- Winner only revealed at the end. Let the thrill of victory and the dull of defeat hit everyone at the same time, instead of the slow inevitability of the winner basking and the losers bemoaning their "I should haves..."
- Point based. Adding up points at the very end is such a fun surge.
- Beautiful artwork. The design makes people want to pick up the box. Not messy and cluttered covers like many games. Something minimalist.
- Can actually be brought to market. This most likely means Kickstarter...the Kickstarter target audience is adult males in college, recently out of college with too much time/money on their hands. Thus a Kickstarter campaign will target this demographic's interests and theme.
- Not too specific themed. Something trending, reasonably popular, and can be universally appreciated, not pigeoned hold to a small group of passionate enthusiasts.
Phhhheww. While there are many games which undoubtedly satisfy all these constraints, I'm determined to build my own and bring it to market. So far, I have designed a turn-based board game that is themed around a post-apocalyptic, dystopian earth, embracing scenarios from the most popular novels/movies/TV shows trending today. Each user collects and lays down different races in an attempt to create a perimeter around their randomly card assigned "districts". Points will be assigned and the game should last about 45 minutes. I'm talking to manufacturers right now to get a quote on how much money I'll have to raise to get a first batch of orders out while making it worth my time. I'm also talking to artists about getting the artwork drawn. If I can accomplish my dream, and get my friends/family around an evening table and talk, laugh, strategize, and have a good time....then I'll have considered my efforts a success. The working game title is D Y S T O P I A 4 2.
If you're interested in the progress, or want to be notified when I'm bringing it to market, you can add your email here and I'll put you on the updates mailing list --> http://goo.gl/LZqfEL Peace!