Gaming unplugged
The newest
generation of board games is more fascinating than most computer games.
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"In more than one aspect, these games are the opposite of classic games like Monopoly or Risk."
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The rise of
the computer game since the eighties looked to herald the demise of the
traditional board game. Video games offer some interesting advantages compared
to tabletop games. They can be played alone, they don’t occupy the dining table
and they offer ever more lifelike images of vast virtual worlds, packed with
audiovisual effects like talking soldiers, explosions and shrieking tyres. In
other words: serious competition for plastic counters, dice and folding boards.
Chess ?
The list of
boardgamegeek is topped by much more recent designs, most of them have only
been on the market for just of couple of years: Puerto Rico (2002), Power Grid (2004), Twilight Struggle (2005),Tigris and Euphrates (1997), Caylus
(2005), El Grande (1995),The Princes of Florence (2000), Shogun (2006), Age of Steam
(2002) and Agricola (2007).
All games that were developed during the rule of
the computer game – and they did a good job borrowing interesting concepts of
them.
Dice are taboo
Eurogames
are also known as designer games since – contrary to traditional games – the
name of the designer is prominently displayed on the box. Of course, the
interaction between videogames and board games is not entirely new. Civilization,
one of the most popular computer games, was originally a board game. Quite a
few computer games have been converted to board games, and the other way
around. However, it is mostly not these games, but the original ones that are
runaway successes.
In more
than one aspect, Eurogames are the opposite of classic games like Monopoly or
Risk. A first major difference is that the luck factor is removed as much as
possible – dice are taboo, while in classic games they play a decisive role. Just like is the case with chess, the best strategist wins – without the rules
being more complicated than in a classic tabletop game.
A second change is that
the playing time is limited to one or two hours, while games like Monopoly and
Risk can go on forever.
Thirdly, no-one gets eliminated before the game ends – watching a game after you have been thrown out is not exactly having fun. A fourth difference is the visual appeal. Lots of attention is given to the finishing touch and the presentation of the counters and the boards. And last but not least: some games can be played by a single player.
Themes
, an electricity network
or
a business empire. On the whole, the games are situated in a historical era:
the Middle Ages, the age of discovery, the start of the industrial revolution. War
games are also popular, and so are pure simulation games like the managing of a
farm
or a zoo
. Sometimes the same games are being marketed in several themes or
historical era, again - just as happens with computer games. Even tabletop
first person shooters are popping up.
To remove
luck as a winning element, game development and mechanisms are heavily based on
those of computer games. Players have to take the right decision when it’s
their turn. For instance, in Puerto Rico, where you govern a slave colony,
you have to decide which crops to grow, when to harvest them, when to ship them
to
In the meantime you have to
develop your city; extra buildings stimulate the harvest and the sales. At the
same time you have to take care that your slaves have enough food and that the
treasury remains filled. With every turn, you can only implement a limited
amount of acts and every decision you make determines your success in the
further development of the game. One has to think many steps in advance, while at
the same time anticipating the actions of other players.
War games
Eurogames
have also been influenced by war games – battles with very complicated rules that
can go on for days. These games can be roughly divided into two genres:
military simulation games, which have a detailed board and (mostly) cardboard
cards as counters, and miniature role-playing games, in which the counters are
decorated miniatures.
The latter category does not use boards, they can be played everywhere - the movements of the miniatures are determined by a set of rules, a meter and a compass. These games are mostly played in a miniature environment, complete with miniature buildings, rivers, bridges, trees and hills. Miniature war gamers spend at least as much time decorating the figures and the landscape as they do gaming.
Figurines
Another popular pastime is the design of new boards. All this also happens in
computer games, but to a minor extent since not all gamers are able to write
code (and because not al games offer the possibility).
It may
sound a bit weird that in times of lifelike computer games people revert to
miniature figurines, buildings and trees. In a computer game there is never a
shortage of counters – they can be duplicated indefinitely. That’s why there is
no limit on the amount of variations, for instance in combat units.
But even if
the diversity of counters in a board game can never match that of a computer
game, somehow there seems to be a desire for palpability, a desire to hold,
touch or grasp something. No matter how realistic counters and landscape elements
on a computer screen become, it will always remain impossible to touch them.
© Kris De Decker (edited by Vincent Grosjean)
Thanks for the tip, Marià !
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More on Low-tech Magazine :
Life before television : ancient multimedia
Second hand bits and bytes : why reselling videogames is not allowed
Heat your house with car tyres and earth : build a zero-emission house
Wind up your laptop : the capacity of human kinetic energy is surprisingly large
Download, print, fold, paste : downloading cars, houses and aeroplanes is no science-fiction
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