Skip to Content
 

Graphic design student to create bgame

11 replies [Last post]
Steph
Offline
Joined: 12/31/1969

Hello, i'm a graphic design student and was given the opportunity in one of my classes to create an original boardgame. I'm glad i found this site as it seems so far to be an excellent resource.

The concept i've so far come up for this boardgame is one that will allow players to travel through the U.S., depending on where they land on the board, may pick up certain "memorabilia" akin to a particular city (ex. cheese for Wisconsin). The person with the most items after they reach the final destination wins.

Does this proposal sound alright for a soph. graphic design student who has little knowledge of the actual creation of games? Have any suggestions?
I'm very much in the beginning stages right now. Any resources will be greatly appreciated.

Xaqery
Xaqery's picture
Offline
Joined: 07/26/2008
Graphic design student to create bgame

I am new to board game design too but I will try and help.

Moving across the country collecting items is a good start. I would think of all the questions I could and then come up with the answers.

Where am I going? Do I have to reach a particular palce or do I have to make X stops before I can win? Do I have a "shopping list" I have to get?

How will I interact with the other players?

How do I move about?

Also think about the games you know and without coping them verbatim draw from them. Do they use cards? Money? Pawns? Dice? Think about the games you have played. Then try and use some of the same stuff in a new way.

My two cents.

- Dwight

Dralius
Dralius's picture
Offline
Joined: 07/26/2008
Graphic design student to create bgame

Your idea is a good place to start. Remember that ideas are the easiest part of making a game. Now to make it work and be fun at the same time.

When designing a game I ask myself these basic questions.

Who is going to play this? Children, Adults or a mix of both.

How many people can play at a time 2-4, 3-6 or just 2.

How long should the game take. 30min, 60 min, longer could be a problem people get board easily.

Knowing the who and what ahead of time will make decisions about the game easier as you develop your idea further.

The actual game.

What is the board going to be like? I see a map of the US with highways connection the states. Better than the old tired go around in a circle board.

You’re going to need to determine how the players move. Good games give the players the chance to make useful decisions so let’s forget the simple roll a die and move that many spaces. What are the other options?

Action points – Players get a number of actions each turn that can be used to move, pick up your memorabilia or to affect other players.

Dice pool – A group of dice is rolled and each player in turn gets to pick one. This sort of thing works best with a rotating starting player.

Card driven movement – This could be a matter of collecting sets. 2 of a kind allow you to move 2 spaces, three of a kind to move up to 4 and so on.

There are many other ways to do this but this should give you some ideas.

Obstacles

If you have ever traveled you know it’s not just as easy as getting in the car and driving. To keep with the theme I suggest you add in some obstacles for players to deal with that they can relate to. These might include but are not limited to; running out of gas, speed traps, and construction.

Since your game already has a goal; picking up memorabilia; I won’t make any suggestion for that.

I hope this gives you enough fuel for your trip. Good luck.

Steph
Offline
Joined: 12/31/1969
Graphic design student to create bgame

Thank you both for your replies.

I was given a link to a website that features offbeat tourist attractions http://www.roadsideamerica.com/index.html, so i was thinking of picking a few of those to add interest in the game, not just make it a learning game centered around info older players might have already picked up.

Dralius-i do like your idea of incorporating obstacles into the game as it adds pressure. My main question now that i have a few spefics mapped out is the actual mechanic of it...Originally i was thinking of having all the players start at one location, take their turn to roll dice, and move up the path, but this posed a problem as the cards/memorabilia they would pick up along the way might not correlate with the location their player piece is standing in. I'm just looking for alternative game 'designs' that make sense, but since i have little to no experience in game design, i'm frustrated.

I can't wait to actually design the game, however ;)

Ska_baron
Ska_baron's picture
Offline
Joined: 08/02/2008
Graphic design student to create bgame

As a fellow BG design novice, I would ask what is your current gaming lexicon? What games do YOU play/like? Then maybe others can see more where you're coming from.

As a suggestion, I'd say look into the boardgame Ticket to Ride (maybe it's just the map of America, but this was the first image that came to me) in which players are competing to build railroad lines across the U.S. It has simple, yet satisfying rules/mechanics and may inspire you (clearly it has a different goal than your game, but maybe just seeing the map - since you are a graphic designer - may help.

Another good resources if you havent already found it is www.boardgamegeek.com

On this site there is a listing for Ticket to Ride if you're interested: http://www.boardgamegeek.com/game/9209

Best of luck! =)
(this is a great place for inspiration/ideas/encouragement)

Dralius
Dralius's picture
Offline
Joined: 07/26/2008
Graphic design student to create bgame

Steph wrote:
I'm just looking for alternative game 'designs' that make sense, but since i have little to no experience in game design, i'm frustrated.

I can't wait to actually design the game, however ;)

Even though we are helping you a bit you’re already designing the game by making decisions on what should be left in what should be left out.

Steph wrote:
My main question now that i have a few spefics mapped out is the actual mechanic of it...Originally i was thinking of having all the players start at one location, take their turn to roll dice, and move up the path, but this posed a problem as the cards/memorabilia they would pick up along the way might not correlate with the location their player piece is standing in.

You could make a card or token for each item that the players are to pick up. The players can draw a number of these before the game starts and choose their starting location based on what they think they have time to get to. The winner might be the first to make it to 5 locations for example.

Remember the only rule to game design that is truly important is that you make the best game you can. Don’t think you have to do it like someone else has, if you have an idea that looks good try it. One thing that might be a problem is that you have a very limited time to make your game work. Most games take years to design, test and otherwise tune to get them at their best. Keep it as simple as possible so you can take what you have and make it work. Better to have one thing that works well than 3 that don’t.

How do you make it work? Play testing! Do a search in the forums for play testing since no one wants me to go into a long speech about it. It’s been covered plenty.

NetWolf
Offline
Joined: 12/31/1969
Graphic design student to create bgame

What if you tweaked the mechanics a bit and made it more of a scavenger hunt rather than just a "Go to this place and collect what you can along the way" type game?

Link the states via highways to limit normal state-to-state movement, as was suggested. Have a specific item associated with each state as was your idea, but have 3-5 cards dealt to each player at the begining of the game. Their goal would be to acquire their items before any of the other players.

As far as travel, I would keep it simple. Limit a player to a single state per turn or some such. Also, major airports may be a consideration, though I would limit these to Alaska, Hawaii, and one on both the West Coast and East Coast. This would give additional options to the players sort of like the hidden passages in "Clue".

FlyRice
Offline
Joined: 12/31/1969
Graphic design student to create bgame

Just curious, but what school do you go to? I go to the Art Institute and I recently finished the same assignment that you have now in my Game Design class. I had a lot of fun with it. Your game concept sounds pretty cool so far. Sorry I don't have any ideas right now, but good luck on creating your game. Just remember to have fun while your doing it.

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Graphic design student to create bgame

Hi Steph, and good luck with yuour assignment! Here's what comes to my mind...

Map with a web of interconnected cities as has been described (see that Ticket to Ride map that someone linked).

Make 2-4 unique items for each location (or each "major" location anyway), and as someone else said, deal out cards to give each player a combination of items they want to collect.

Allow players to move about the country picking things up, trading them to each otehr for other items ("I need the Hollywood sign, you're in California, I'm near the east Coast... would you pick it up and meet me in the Midwest to trade for, say, the Liberty Bell?")

I can also see some game resource - probably money - which would be used to get around the country. Taking a bus might be cheaper than flying, but it takes longer... could be worth it if you're low on cash, or if the airports are too far away.

If there's cash in the game, there would need to be some form of Income... an idea is a deck of cards which players draw from and use during the game. These cards would require players to bring certain items to certain locations (in order to get paid) "The governor of Texas is jealous of the Space Needle, go get it from Seattle and bring it to Texas and there's 100K in it for you"... or something. So players would be trying to collect items for their goal, or for their action cards (to get income, or a free ride somewhere), and then players score points at the end for how much of their goal they obtained. (mid-game there could be some scoring opportunities on the Action cards).

Of course, each player would only be able to carry 3 things or something.

That's off the top of my head, maybe you can use some of the ideas. I was amused by the idea of the items people collect being larger than life - the Liberty Bell, the Hollywood sign, the Space Needle... maybe add a silly kind of fun to the game.

NetWolf
Offline
Joined: 12/31/1969
Graphic design student to create bgame

sedjtroll wrote:
I was amused by the idea of the items people collect being larger than life - the Liberty Bell, the Hollywood sign, the Space Needle... maybe add a silly kind of fun to the game.

I can see the cover of the box now. A cartoon car driving off of a stylized map of the US while monuments stuck out of the tailgate and sunroof!

Steph
Offline
Joined: 12/31/1969
Graphic design student to create bgame

Thank you all for your replies. I will take them all into consideration. Thanks again!

applejuicefool
Offline
Joined: 12/31/1969
Game similarity?

There was an old Milton Bradley game from the 50s (I think) called "Park and Shop." In it, the board represented a map of a town, with roads and various shops. Each player is dealt cards - cards represent things that player needs to buy by visiting different shops.

Perhaps a similar mechanic could work in your game... instead of having the players collect items from various locations, players are dealt cards at the beginning to dictate where they need to go. A card would say (for instance) "Collect a Marriage Certificate from Las Vegas - Price: $200". A player would have a hand of several of these cards. When he/she goes to Las Vegas and pays $200, she "collects" that item by placing it face up in front of her.

Some cards might have multiple locations for purchase: "Collect a Mouseketeer Hat. Price: $50 in Los Angeles or $80 in Orlando."

Alternatively, you might have a mechanic where players can get extra cards during the game, and trade them with opponents. In this scenario, cards collected have a certain point value. You might get bonus points for collecting a "set" (ie, souvenir programs from 5 different baseball parks).

PS...I see belatedly that my ideas are very similar to Sedjtroll's. Sorry for the duplication. Here's another idea...Sedj mentions only being able to carry 3 items...perhaps you could somehow get different vehicles (compact car...luxury car...pickup truck...U-Haul truck) which have different abilities - speed, fuel efficiency, cargo space, etc come to mind. ie. a fast car might roll an extra die for movement. An economy car might ignore "out of gas" results, each vehicle might carry a different number of items balanced for game play depending on its other abilities.

-AJF

Syndicate content


forum | by Dr. Radut