Variations on a theme.
Hi there everyone. First off I wanted to say this is my first time posting in the design forums and I've been an avid reader for a number of months, cheers to you all!
I just wanted to start by asking what you all thought about crossover gaming, or rather, as the title of the thread implies, variations on a theme. What I mean by this is say taking the basics of a simple board game (i.e. chess, Othello, etc.) and using their rules and conditions as the core foundation for a broader based strategy game that had a goal similar to Risk or Axis and Allies. Picture if you will a chess board, but instead of black and white squares, they were different sectors or regions to a kingdom or even space system. They would retain all attributes of the previous black or white square in that the land/space regions served no purpose other than to bring out a more themed variation of the core game (i.e. you are fighting over certain territories/sectors instead of black and white squares).
This isn't something to totally redefine a game of chess or any other modified board game, but perhaps to set it to a themed backstory, using the pieces as historical units, protagonists/antagonists or even alien space ships that took part in the great X invasion of the 12th millenia, something to that extent. I am more looking to combine backstory and character to rather characterless games, what do you think?
I'm not entirely sure, but it sounds as if you want to take the existing gameplay of these classic games, preserve it 100% and slap some theming over it.
If that's what you really intend -- well, I've seen it done before. You don't want to try, and here's why.
For games with designs as simple as Chess, the abstract gameplay is central to the experience. In those cases, the game has lasted so long because it defies the requirements of setting or story. Theming is a luxury; the players, unless they are completely new, are interested by the board positions and opponents, not the grain of the wood or the quality of the gold plating on the pieces. Consider a different, more modern type of game, such as Tetris. Tetris is not made significantly more interesting through the graphical effects unless you are about 5 years old, no matter how many fireworks or sexy ladies you cram into it. It's the same problem in both cases.
That doesn't mean that theming is bunk in all cases, though. But you absolutely *have* to start meddling with the gameplay, and link them together, for it to become meaningful. What theming does is build a two-way bridge between the real world(or fantasy worlds) and the gameplay; we can both learn from it, and put our previous knowledge into it, by associating the theme with the game effects. If there's an imbalance there, where there's too much theme and too little game, or too much game and too little theme(generally not the problem - we can theme almost any game), it becomes unsatisfying; our minds will have to work harder to play the game properly. That's no good; better to add something special to the gameplay and try to make it a memorable experience.
If that's what you really intend -- well, I've seen it done before. You don't want to try, and here's why.
For games with designs as simple as Chess, the abstract gameplay is central to the experience. In those cases, the game has lasted so long because it defies the requirements of setting or story. Theming is a luxury; the players, unless they are completely new, are interested by the board positions and opponents, not the grain of the wood or the quality of the gold plating on the pieces. Consider a different, more modern type of game, such as Tetris. Tetris is not made significantly more interesting through the graphical effects unless you are about 5 years old, no matter how many fireworks or sexy ladies you cram into it. It's the same problem in both cases.
That doesn't mean that theming is bunk in all cases, though. But you absolutely *have* to start meddling with the gameplay, and link them together, for it to become meaningful. What theming does is build a two-way bridge between the real world(or fantasy worlds) and the gameplay; we can both learn from it, and put our previous knowledge into it, by associating the theme with the game effects. If there's an imbalance there, where there's too much theme and too little game, or too much game and too little theme(generally not the problem - we can theme almost any game), it becomes unsatisfying; our minds will have to work harder to play the game properly. That's no good; better to add something special to the gameplay and try to make it a memorable experience.
I agree with RTF. Theming doesn't add a lot to the gaming experience. For example, if you had a copy of the original monopoly board game, why would you go and buy the star wars edition?
I think if you want to build on a classic game, you need to add some interesting twists that will make players want to play with the new rules you introduce.
For example, take the classic concepts of chess, and maybe make a space theme by adding a third dimension to the board (a la Star Trek: The Next Generation style). Or maybe introduce a few new pieces that have varied movement patterns and allow the players to select what pieces they want to use for the game, maybe by some kind of army value and point system. For example, trade in a bishop and a knight and a couple pawns for an extra queen (or some other valuable piece you may invent to add to the mix).
I think if you want to build on a classic game, you need to add some interesting twists that will make players want to play with the new rules you introduce.
For example, take the classic concepts of chess, and maybe make a space theme by adding a third dimension to the board (a la Star Trek: The Next Generation style). Or maybe introduce a few new pieces that have varied movement patterns and allow the players to select what pieces they want to use for the game, maybe by some kind of army value and point system. For example, trade in a bishop and a knight and a couple pawns for an extra queen (or some other valuable piece you may invent to add to the mix).
--------------------------------------------------Never tempt fate, fate has no willpower.
Also, isn't chess already themed? It is supposed to represent a government, with your ruling class, (king and queen), religious leaders, (bishops), elite soldiers, (knights), buildings, (rooks?) and an army, (pawns).
I agree with everyone else. Sorry, but extra theming is just a veneer over the original game. You have to do something to make it more interesting or different.
Andy
I agree with everyone else. Sorry, but extra theming is just a veneer over the original game. You have to do something to make it more interesting or different.
Andy
Well, I don't know if I totally agree with all of the above. You can tweak gameplay just slightly, add a new stylized theme, and have a much better product than the original. For instance, I liked ATAXX far more than I liked Reversi. Also, back in the day, Battle Chess by Interplay was far more entertaining than other chess programs of the time. On my Tapwave Zodiac I play with Gamebox Solitaire because of the visual stylings rather than Acid Solitaire.
Good polish won't do anything revolutionary, but it can definately make a tangible difference.
Good polish won't do anything revolutionary, but it can definately make a tangible difference.
Quote: Original post by VanceXT
Battle Chess by Interplay
Or National Lampoon's Chess Maniac 5 Billion and 1 :)
Thanks everyone for your input. I wasn't planning on any specific game for the time being, I was more presenting a concept for future ideas. I have infact already thought about modding a current game like the variation of chess as seen in Star Trek, but what are initial games we are putting together are would best be suited to start at 2D, that's why the variation on a theme, rather than going ahead and revamping the game completely. I would love to do 3D but our group wants to start with 2D first, taking simple logic/puzzle games and putting a good spin on them. [smile]
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