logo
Already a member? Login here

Outlier vs. target audience (6 posts)

  • Profile picture of ryanmcfitz ryanmcfitz said 1 year, 6 months ago:

    I rediscovered the joys of boardgaming relatively recently after an evening playing Settlers of Catan back in 2000. Until then, I’d relegated boardgaming to the “things to do when you’re at the cottage and it’s raining — and you’re ten year-old” category. Catan opened the doors.

    A decade later, my basement groans under the weight of ~100 new games, every single one of which is better than pretty much anything published by Parker Brothers or Milton-Bradley during the 20th century. I’ve also paid keen attention to some of the more story-based games like “Betrayal at the House on the Hill,” “Arkham Horror,” “Fury of Dracula” or even that lumbering behemothic love-song to science fiction, “Android.”

    As a story dude interested in the strengths and weaknesses of all kinds of platforms, board games hold a particular allure because for a non-programmer like myself, I don’t need to hire a whole tech team just to get a game up and running. Compared to video games, they seem incredibly accessible for a designer.

    And call it hubris, but because *I* just rediscovered boardgames, I assumed that I’m a bellwether for a massive resurgence by legions of 30-somethings tired of the diminishing returns from stale DVD rentals.

    Alas, now that I’m looking seriously at market research, it seems that the market for boardgames is actually at the nadir of a 20-year trend in poor sales. The current 800-lb gorilla in table-top gaming, Wizards of the Coast with D&D, regains its online rights to the title from Atari in 2017 (props to @Gareth Michael-Skarka at gmskarka.livejournal.com for the info).

    So now I’m looking at my company’s development slate and having some serious second thoughts regarding employing a boardgame or table-top experience to complement traditional story-based media. I’m not willing to throw myself under the train but I also wonder if perhaps these kinds of injections are what the sector needs to grow. Or, even without growth, if the reduced production investment merits exploration of boardgames anyway if the profit margins remain the same (or comparable).

    Has anyone else looked at boardgames or any other table-top type media to complement a transmedia project? Any canaries in this particular coal mine?

    Ryan

  • Profile picture of evelynsaunders evelynsaunders said 1 year, 6 months ago:

    In short, no, I haven’t looked at board games as a transmedia component. However that’s not to say that I haven’t looked at board games to gain inspiration for an ARG, the rationale being that if the dynamic works in a board game, it’ll work in the real world and be able to be played via a smart phone. Like you, I’d stopped playing board games in my tweens (other than Scrabble) however remembered Cluedo having a simple but effective structure. Unable to find the original Cluedo in the stores, I bought the Harry Potter version – and was tickled to discover Parker Brothers had introduced a rotating disc system to vary the destination of the secret passages – or remove them altogether. It was when my family’s original 1965 Murfett version of Waddington’s Cluedo turned up that I truly appreciated the added features of the Harry Potter edition.

    But let me digress for a moment. I’m currently developing an immersive storytelling game for smart phones and addressing issues regarding players who won’t want to publicly share their stories. A system that allows players to access their story on a protected webpage is one answer. A boardgame version could be another. However I imagine that cost would be prohibitive. Boardgames retail for between $30 and $50, a game app varies from free to $1.19 to $9.99. When looking at business models and monetisation strategies for my game, it occurred to me that it could be played for the price of a ticket ($10-$15) however, chances are my audience would be so used to purchasing games for $1.19 or less, they’d baulk at paying more. Making a boardgame a profitable component of a transmedia project is a conundrum and one I’m not sure how you’d get around if you’re not attached to a major property like Harry Potter… unless your looking at children being your target market.

    Boardgames are wonderful and have an invaluable role in developing children’s social skills (what kid hasn’t had a trantrum when playing a board game). And what parent isn’t concerned by the hours their kids spend playing on a computer or with a game console – interacting with no’body’ other than pre-programmed digital entities. Parents are always happy to spend money on their kids and enjoy exploring something new with them. A board extension of a mobile game app for example, could be an answer – if only so the parents can share the experience beyond looking over their kids shoulders. I know I’d be tempted to buy it.

  • Profile picture of ryanmcfitz ryanmcfitz said 1 year, 6 months ago:

    Unlike a digital medium’s read/write capabilities, since boardgames are essentially read-only, what if the boardgame served a slightly different purpose?

    F’rinstance:

    What if a hypothetical boardgame’s chief story mechanic was dealt through card play? Players competed or collaborated in the gestation of interesting stories, much like the boardgame Tales of the Arabian Nights (http://bit.ly/5qqRUz). At the end of the game, the winning player or team may have a spectrum of face-up cards before them, with the cards corresponding to the elements of Campbell’s journey: Call to Adventure, Refusing the Call, Guardians, Villains, Elixir, blah blah blah.

    Each card could have a code or identifying numeral. Going to the transmedia hub’s website may invite players to enter their victory code. Entering the code generates a Proppian kind of story mirroring (albeit in a more dramatic, fleshed out version) the card game’s story. Audiences who subscribe the larger story world could receive a digest or PDF newspaper where a fictional reporter describes events transpiring elsewhere in the world or community — the boardgame victory codes could be the source material for the procedurally generated stories that fill these virtual column inches.

    Granted, I haven’t tested the efficacy or even interest this kind of system might cultivate. It could be as much fun as whipped cream on a big bowl of lard. Dunno. But it’s an idea.

    Ryan

  • Profile picture of evelynsaunders evelynsaunders said 1 year, 6 months ago:

    I like that, sounds intriguing AND fun. Brings to mind Italo Calvino’s book “The Castle of Crossed Destinies” which utilises tarot to explore elements – fool’s journey, strength, mastery, positive & negative forces etc.

  • Profile picture of alexpreal alexpreal said 1 year, 6 months ago:

    I’ve had a superficial look at transmedia-board game combinations but within education, which I guess is rather specific. Still, most board games now include a DVD or other “tech” add-on to soar up prices, and in fact there is a pretty active second-hand market.

    Materials (paper, card, plastic, metal) are expensive but I’m not at all sure marginal costs are necessarily higher than producing a video game; a different issue is the retail price and the benefit you expect to achieve. But, as always, it depends on the type of game and intended target. This may sound odd but not every kid/teen/tween likes devices or the internet despite group & social pressure. Most teens/tweens I deal with are far less “digital” than reports lead to believe.

    I think it’s a great thought-provoking idea. Keep posting, please!

  • Profile picture of hoppingfun hoppingfun said 1 year ago:

    I just joined this group (today) and happily stumbled on this thread. I developed a dozen or so board and card games (not RPGs) in the 1990s, when I was with Aristoplay and have been pondering how to put that expertise and experience to use on a transmedia project. Glad to hear I’m not alone. (And I love Catan–have you seen the new pioneer version, traveling west across USA?)

    FWIW I’ve found: Perplex City had a board game with lots of puzzle cards (haven’t played it, $40 I think). 39 Clues (Scholastic) has trading cards that are embedded in the books and are part of the mystery to solve. I could easily see a storytelling board game (like the Arabian Nights one cited) of Inanimate Alice’s adventures around the globe.

    Consider that Jumanji is a board game in a movie–the game itself can tell the story or can be writ large (like those Survivor challenges or the ARG that turned Central Park into a game board).

    (btw The topic has come up in tangential ways in my Roll and Shuffle group at gameful.org. There’s also a new transmedia group on that site.)

    I like your idea of using cards with (QR?) codes to unlock story elements (rather than puzzles or prizes–so overdone, I think). A simple Clue model might be a place to start–deduce the missing story elements by process of elimination.

    At Aristoplay, we created two story-based card games. One involved putting ancient Egyptian cards in sequence so that a story made sense. Another formed a giant time line of Native American biographies–players read the biography on each card for clues about the time period and arranged them in a chronological grid; then, they flipped over all the cards to see an image (a map) that revealed if they were right.

    As with any medium, I’ve been breaking down the advantages to see how they’re useful: Cards allow portability (can trade them, collect them), randomization (shuffle, deal, draw), and info storage/infographics (for scorekeeping or game mechanic, etc). A board game gets people together in the same room, interacting, for a defined length of time and with a clear goal.

    Cost issue: Card decks are very cheap if you keep to standard specs and print volume (2,500+ if you can). They also make excellent marketing tools, since your game can involved passing them around to friends or trading them or collecting them. Board games can get really expensive with lots of custom pieces and molded parts, but you can do them on-the-cheap in any number of ways. bgdf.com has lots of tips

    Not sure if any of this rambling is helpful for your project. I’d love to see where you end up with this idea. So, I concur with Alex, keep posting, please!

©2012 StoryLabs