Board games and computer games have a right to life – just separately.
In the heading “In plain text” the authors express exclusively their own opinion, which may not coincide with the opinion of the editorial board (or may coincide). They are free to do it as they please and in any format convenient for them. Everything is possible here.
Every time I read the news that another video game board hit an unprecedented box office, something inside me dies. Feelings are about the same as from watching a stupid film adaptation of your favorite franchise, but even more painful, because a board game costs like twenty movie tickets. And after the purchase, it is not forgotten like a bad dream, but remains on your shelf, collecting dust and reminding you that at some point in your life you turned the wrong way.
I’m slightly dramatizing, but the essence remains the same: in the vast majority of cases, desktop adaptations of video games are absolutely not worth the money. Seasoned board gamers know this very well, but fans of the original video games, which publishers profit from, do not always understand what they are signing up for. And if you are one of them, then hopefully this text will save you from potential disappointment. I’ve outlined three main reasons why it is a risky idea to rush to invest in video game-themed board games, especially if you’re just starting out with a hobby.
Board game toolkit is severely limited
The beauty of video games is that they interact with the player (and the player with them) in many different ways at the same time: in science, this is called “multimedia.” Graphics on the screen, sound in headphones, voice chat through a microphone, text, input of commands from the keyboard and / or mouse, vibration of a gamepad, steering wheel or joystick – during the game, we often perceive and transmit information through several channels at once. Moreover, these channels have so many possible combinations that in the hands of the developers they add up to completely dissimilar systems that give the audience a completely different experience. For example, a conditional online shooter, where the player looks at the world around him through the eyes of a character, requires a good reaction, accuracy and dexterity. And in 4X strategy, you can leisurely study the map from a bird’s eye view, move units, dig into research trees … Even a person who first sat down at a computer would hardly confuse them.
Sometimes board games combine techniques from different mediums. In the crime scene detective, a special smartphone application scans maps and allows you to explore locations in augmented reality mode
Board games, by virtue of their analogous nature, are deprived of this luxury. They are forced to communicate with the user in a completely different language: with the help of cards, figures, cubes and chips – that is, material components that can be touched. Of course, sometimes developers incorporate digital elements into the formula, such as special companion applications, but tactility is still the key difference between board games and computer games. It is for this reason that some aspects of video games are either difficult to adapt to a desktop format, or not at all. After all, game designers have to think not only about mechanics, but also about how to generally implement them in the form of cardboard, wood and plastic – and this imposes tangible restrictions.
XCOM: The Board Game and Adrenaline are good because they borrow only the most important features of computer sources and do not try to adapt everything in a desktop format. The first convincingly conveys the feeling of the base management (albeit without battles), and the second – the tension and speed of arena-shooters in the spirit of Quake
But, let’s say, the developers did the impossible: they painstakingly adapted every single mechanic of the original source, thought over the necessary components, prescribed the rules – and everything seemed to be done as it should. Then another problem arises: human perception is extremely sensitive to stress. Spending time playing video games, we, as a rule, do not notice (or do not think) how much is going on “behind the scenes”: scripts, AI behavior, mathematical calculations, procedural generation of locations or loot – in short, for everything related to the functioning of mechanics , the machine replies. But in board games, this thankless work lies entirely on the shoulders of the players themselves. Sometimes it even brings a certain amount of pleasure, but once the authors go overboard with the volume of rules and “moving parts”, the gameplay turns from entertainment to work.
Heavy board games like Fire in the Lake about the Vietnam War or Pax Pamir about Afghanistan during the Great Game also have their own audience, just a much more niche one. And licensed products, whatever one may say, are focused on the mass market.
Gloomhaven. Gloomy Harbor, which has held the Boardgamegeek number one board game title for several years now, the heroes have plastic figures, and the hordes of monsters have cardboard chips. Otherwise the game would be absurdly expensive
Board games are designed for multiplayer by default
From time to time, projects aimed specifically at one player appear on the market, but this is rather an exception to the rule: the single-user segment in the desktop industry is rather poorly developed. In most cases, you need to assemble a company of at least two people, and more often – three or four. This is the same feature of a medium as tactility: by inviting someone to play a board game, we conclude a social contract with them and share the emotional experience. This makes board games a great way to meet new people or get to know old acquaintances.
Tabletop Bloodborne quite successfully conveys the feeling of combat, but she simply cannot recreate the mood of Yharnam – and many people fell in love with the game precisely for the entourage
And, of course, one cannot but mention the narrative. With the storytelling in board games, everything is, in principle, not very great – often even in those that promote the plot as one of the main features. First, studios rarely have the budget to hire professional screenwriters, and this has a huge impact on the quality of literary texts. Secondly, in order for these texts to fit into the box with the game, even in a separate book, even on cards, they need to be kept short – and telling a coherent story with a hard word limit is not easy. Now add to these production complexities the fact that the script has to work for the whole company, not just one person. You need to make it as short, simple and accessible as possible so that it doesn’t take too much time: after all, not all players are interested in the narrative – some just put up with it in order to get to the gameplay as soon as possible.
On the other hand, board games are still capable of telling vivid stories – they just appear organically, during the game. Full batch in Twilight imperium it will easily take ten hours, but you will remember it for a long time
Publishers are not shy about robbing their own audience
Steamforged Games has gained a notoriety as the provider of some of the most controversial yet high-profile licensed games. Dark Souls, Resident Evil, Horizon Zero Dawn, and soon Monster Hunter will join them …
Of course, I do not blame those who invest $ 250-350 in such events: adults can manage their finances as they please. In addition, the miniatures in such projects usually turn out to be really cool: if you paint them and put them on a shelf, then no one will even guess that this is not an official merch, but only a component of a tabletop. The problem is that the success of the expensive kickstarters sends a pernicious message to publishers over and over again. The fees confirm that the main thing is to take care of a beautiful wrapper, because games for famous franchises are sold not by first-class game design, but by a brand and tons of plastic, which could be easily dispensed with. License holders do not care about such things: they see decent numbers and meekly give up their IPs to be torn apart.
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