The thesis of a Golden Age of boardgaming only partly convinces. There are many signs of crisis in the boardgaming industry and it is doubtful whether more people are boardgaming these days than 15 years ago. So we should at least differentiate between boardgame design, the boardgaming industry and the hobby. While I can mostly agree with Quinns on boardgame design going through a strong patch, I have strong doubts about the industry and the hobby.
What I will do today is go is explore Quinns argument on board game design, and then discuss the industry and the hobby on Sunday. Part of that discussion has already filtered into my discussion of brick & mortar game shops in the last couple of days.
Design
Quinn uses
the first part of the presentation to show the influence of German style boardgame designs from the 1990s. I’m fully
agreed that these designs were more accessible than many older boardgames, and
the design built on keeping the race tight until the end. But Quinn adds the
dimension of the higher quality of components. On the other hand, theme in most
of these games is thin.
By the
start of the 21st century these design concepts started to be copied
by ‘western’ designers, who mixed them with ‘American’ storytelling. Examples
mentioned are Twilight Imperium, Game of Thrones and more recently X-Wing.
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| Dominion, the start of something beautiful? |
To
illustrate how quickly innovation is now taking place in design he went over
the recent deckbuilding revolution, starting with Dominion in 2008. Thunderstone
in 2009 added theme. Puzzle Strike then allowed playing the oppononent’s deck
in 2010. And in 2011 A Few Acres of Snow integrated the deckbuilder into a boardgame,
modelling the logistics of war.
Quinns actually leaves the two most exciting developments in game design to the end of the presentatio. The Boardgame
Remix Kit allows you to combine elements from Monopoly, Scrabble, Cluedo and Trivial Pursuit to ´build the most dangerous
things´. Risk Legacy lets players name continents, add new rules and extra information to the board as the result of events during the game. In this way each copy of the game
becomes unique, with it´s own history.
While I agree with the general line of his argument I have two questions. On the one hand, we can also see how innovative designs like Dominion are copied and milked by less innovative designers and publishers. While further developing the deckbuilding engine, are Thunderstone and other deckbuilder derivates actually good games who themselves will stand the test the time?
You could also argue that most of this innovation is incremental but that these are not game changers. How many people outside, or even inside the hobby niche, will actually notice?
Boardgames vs videogames
Boardgames also do stuff that
videogames haven’t done yet: like the dungeoneering mega campaigns of Descent.
That kind of 'maximalist' game design is not commercially viable in videogames but in some
cases in boardgaming.
Most importantly, Quinns
sees no real difference between board and videogames. To him they are two sides of the
gaming hobby. Board game design principles can provide a solid foundation for video games with the example
of the recent X-Com being designed as a
boardgame. The design tools of bardgames are much more accessible, require less
investment and are easier to test.
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| If it weren't for the Halifax Hammer... |
While I agree with the general line of his argument I have two questions. On the one hand, we can also see how innovative designs like Dominion are copied and milked by less innovative designers and publishers. While further developing the deckbuilding engine, are Thunderstone and other deckbuilder derivates actually good games who themselves will stand the test the time?
You could also argue that most of this innovation is incremental but that these are not game changers. How many people outside, or even inside the hobby niche, will actually notice?
Boardgames vs videogames
Later Quinns´ presentation becomes an attempt convert video gamers to
board games. He argues that the boardgames
revival happened because video games lately haven't reached into areas of social interaction,
which leaves room for boardgames.
Videogames are
versatile, he continues, but they cannot do everything, like talking, bluffing, joking and
auctioning. It’s difficult to imagine a paranoid treason game like Battlestar Galactica or The
Resistance working in a video environment.
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| One of the best games of the past decade. It made me watch the series |
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| Paths of Glory, itself a legendary design, is one of the card driven games that can be enjoyed online using ACTS |
How will this affect boardgames in the future? Will this mean that physical boardgames will disappear and people will play them online with their friends? Not necessarily. The technology to digitalise boards in player mats is already available, which will allow you to play and easily store long playing games for later use.
It will also make it possible to hardwire the rules into the game components, preventing mistakes or cheating, and allowing limited information, hidden movement and administrative chores to be automated, while still retaining the feel of a boardgame!


















