|
Copyright © 2003 Andy Krouwel
Article originally appeared as 'All Aboard' in Issue 33 of Develop magazine, in October
2003
andy@sockmonsters.com
All we hear these days is rising budgets, increasing team
sizes, licensing deals and sequels. Unless youve got a
triple-A title with a million in marketing you can forget
breaking even, let alone turning a profit. Games are the new
movies, baby, and we need Hollywood techniques for ever more
spectacular sights and sounds.
There is another option. No fanfare. No flash graphics. No big
budgets. Just gameplay, killer addictiveness, incredible replay
value, a shelf life measured in years and a cult following. Want
a game as successful as Advance Wars, Civilisation, Final Fantasy
Tactics Advance or even Pokémon? Stop trying to be a movie
director, get back to your gaming roots. Go and have a rummage in
the loft. Boardgames are the new black.
Thats what strategy masters Julian and Nick Gollop did.
In early 2001 they were developing the spiritual
successor to UFO: Enemy Unknown, the highly
anticipated Dreamland Chronicles: Freedom Ridge. This was
a typical next step for the X-COM successful series. New
generation consoles demanded the move to 3D, with glorious
special effects, a realtime physics system and fully deformable
terrain. It would be like playing Aliens, or Independence
Day. It was also expensive. Way too expensive as it turned
out. After wrangling with publishers and rumours of development
moving to Eastern Europe the money ran out. The game was shelved
and with it Mythos ceased to exist. Disillusioned with the
demands of the publishing system the Gollops went back to basics
and their boardgaming roots. The result? Less than twelve months
of development later Codo Technologies released Laser Squad
Nemesis, to immediate popular and critical acclaim. This
intelligent, turn-based, play by email tactical combat game has
been going from strength to strength ever since, with regular
awards and updates. Email play has improved the player experience
than moving to 3D ever could. Its coming up to two years
old, and getting stronger. Will anyone remember your title next
year, let alone still be buying it?
Boardgame based design isnt just appealing to Indies,
the mainstream successes are pretty impressive. Nintendos Pokémon
and Advance Wars are both heavily influenced by the style,
and both have been top sellers. Square haven't suffered for Final
Fantasy Tactics Advance. The approach neednt be
confined to the limited power of handhelds either. Playstation 2
owners are about to get a taste of one of the most successful
board games of the last decade, Klaus Teubers Settlers
of Catan. This online-only title has been snapped up by
Capcom as a free download. Revenue will be entirely driven by
subscription charges.
Boardgame influenced titles attract a wide range of players,
including non-gamers, are quick to develop, have a long shelf
life and dont require powerful hardware or the latest
graphics card to run. So if this sounds tempting, here are some
of the things youll need to consider.
Boardgames are an inherently social activity. Pokémon
probably sold more link cables than all other Gameboy titles
combined. Players like to get together and chat about tactics,
games theyve had, ideas for rules and board variations. One
of the delights of Laser Squad Nemesis is the lively forum
discussion. If youre not playing face to face then a chat
facility is crucial. Your players can be your greatest asset.
More often than not theyre going to discover new tactics
you hadnt thought of, make constructive suggestions for
expansions and be able to alert you to game imbalances and
problems.
The design of your rules is the key to success. Ideal rules
are simple enough for the player to rapidly grasp, but with
enough interactions to allow a wide range of strategies.
Tutorials and practice games help, of course. The computer is an
excellent book-keeper and can add elements such as hidden
movement and fog-of-war that are very difficult on paper, but
theres a temptation to let it calculate dozens of
influencing factors in every combat. Dont do it! Advance
Wars and Pokémon both succeed because the player can
easily work out the consequences of an action. Too many factors
result in confusion and frustration. If providing opponent AI its
also tempting to let the computer cheat, but boardgames depend on
sticking to the rules. If the computer starts seeing invisible
units, constructing units they dont have the prerequisites
/ technology / resources for, moving at lightning speeds,
teleporting or having mysteriously and consistently good luck
this will sabotage players strategies, and alienate them.
If you need to give the computer an advantage give them better
units, a terrain advantage or at least explain beforehand that
they are exempt from certain rules.
In an ideal game the player faces an interesting and
tactically meaningful decision every turn. Pointless or automatic
decisions should be kept to a minimum. Unlike some genres,
boardgames do not value repeating pointless activities, or making
the player wander about large areas. You dont need to pad
the experience. Your game will be played many times over, so make
each thing the player does directly relevant and cut the fluff.
If youve got an ambitious title then micromanagement is
likely to be a problem. The Civilisation and Master Of
Orion series have wrestled with this for years with varying
success, but powerful task automation as found in Crisiums Stars!
can help to reduce the problem. If possible, design the padding
out. One of the aims of Laser Squad Nemesis was that both
sides should come into contact on turn 2, and not spend a large
amount of time wandering around trying to find each other.
Dont unnecessarily draw out the ending either. Most players
would rather get on to their next game. Give them an incentive to
surrender or go-for-broke in a hopeless situation. This applies
to the AI too. Nothing is more annoying than having to mop up
that one remaining unarmed enemy unit hiding in a cupboard on the
far side of the board. Your game will have to stand up to many,
many repeated plays without getting tired.
This may sound like a tall order, but most sports manage it,
and they usually dont have the freedom to vary the units,
the terrain and the objectives. The rules must allow many
different approaches, and the ideal game leaves the player with a
head full of ideas for how they are going to play next time. One
of the biggest factors in Settlers of Catans
phenomenal success is the wide range of different ways you can
win. You should be able to fill your strategy guide with
genuinely different approaches, not just provide a walkthrough.
As in sport, a fixed or limited duration can be useful. It
gives players something to plan towards and builds tension
towards the end. It also lets the player control their level of
commitment. Finishing Final Fantasy X is a far
more daunting prospect than the odd game of Advance Wars.
A duration of between 10 to 40 turns is fairly normal. For an
email game it may take from 15 minutes to half an hour to enter
your orders. All these things that are manageable for the casual
player, but scale well for the enthusiast. After all, you can
play several games at once, or start a new one when the last
ones finished. Youll need to design the length of
each turn to the type of game being played too. In a hotseat or
all-players present game such as Cosmic Encounter Online
you dont want players sitting around getting bored.
Thats too much like a family Christmas.
So there you have it. Dont be dazzled by Hollywood
glamour, let the trusty boardgame give you inspiration. Your
players, and your accountant, will love you for it.
Mini Bio
Andy Krouwel is currently developing a play-by-email espionage
game for Sockmonsters, and co-authoring a book on the history of
British computer games. His Hollywood-avoiding credentials are
marred by his work on software for teaching aspiring directors,
and distant descendents of his physically modelled characters
will shortly be appearing in a cinema near you.
Boxouts
There are some ambitious paper-based Solitaire board games.
Victory Games 1984 squad based wargame Ambush! Used
a few sliding bits of cardboard and a booklet of numbered
paragraphs to provide a full Finite State Machine AI system.
In the early 1980s MB looked to cash in on the video game
craze by producing a range of board games based on arcade
machines. Frogger, Donkey Kong, Zaxxon, Q-Bert and Pac-Man were
among those to get the board game treatment. The games themselves
were fairly pedestrian but had some cunning props. Pac Man for
example involved actual plastic Pac-Men gobbling up marbles.
Civilisation has also been converted into paper form with
Eagle Games recent Sid Meiers Civilisation: The
Boardgame. Ironically Civilisation was originally
inspired by Francis Treshams boardgame of the same
name
Youd never know it from a visit to the high street, but
theres a thriving world board game scene, mostly driven
from Germany. Look out for top titles such as Settlers of
Catan, Puerto Rico, and Carcassonne and Spiele
des Jahres awards. Settlers has sold over 6 million
copies worldwide but is almost unknown in the UK.
|