A few things Mark Wallace

Month: March 2013

Boy Scouts to Offer Merit Badge in Game Design

It’s a measure of how deeply games in general have penetrated our society that the Boy Scouts will soon offer a merit badge in game design. Scouts can apparently design any kind of game they like, from dice games to board games to smartphone games or more. They don’t need to code up a mobile game, but they do need to produce and present a design, and, notably, iterate on it in response to feedback. The program was created with the help of a handful of game design professionals. In a slightly weird twist, the Scouts will roll it out at South by Southwest Interactive this coming week. I’m not sure that would have been my choice, but I’m also not sure I can think of a better one. In any case, I like the spirit of the new merit badge. Helping entertain others can easily be seen as part of the Scouts’ mission to train young people in “the responsibilities of participating citizenship,” among other things. After all, we’ve seen how making board games can be a “better philosophy of life” — if the program can manage to be about the games themselves, that is, and not about the marketing. SXSWi, I’m looking at you…

Your Favorite Board Games Were Evolved, Not Designed

Well, maybe not your favorite board games. But Yahoo! Games, of all places, has a blog post on the shady origins of five popular board games that looks at the genesis of Monopoly, Life, Clue, Scrabble, and Chutes & Ladders. All of them have origins that are cloudier than you might think, and none sprang from the brows of their creators fully formed — that is, no one sat down to design these games, they were all modifications and refinements of games that had previously existed — some borrowing elements of board games that had existed for hundreds or thousands of years. Interestingly, many of them originated in games with a darker tone than the ones that become popular — Monopoly was originally a cautionary tale, not a celebration of capitalism, until Charles Darrow got his hands on it; Clue was somewhat more gory; Life was a bit of a downer (it included a “Suicide” square); Scrabble languished through 16 years and several refinements before finding its sales niche — at Macy’s.

Having been dreamed up for the most part in the early 20th century, it’s no surprise that these games didn’t get the intentional design treatment that games get today. But in a way, the process was similar. Most board game publishers today employ what are known as “developers” to take a designer’s version of a game and refine it for the market. It’s impossible to say, of course, whether those refinements are always improvements. I’d love to see “designer’s editions” of board games — akin to the “director’s cut” of a movie. In Monopoly’s case, you can just about piece together early versions into playable games, thanks to sites like “THE HISTORY OF THE LANDLORD’S GAME & MONOPOLY” and others. And in other cases, board game publishers are bringing out updated versions of older games — and including the originals in the same box. Fantasy Flight Games’ Merchant of Venus (which I reviewed recently for Shut Up & Sit Down) is a great example of this, as it includes both the original 1988 design from Richard Hamblen, and the updated (somewhat more playable) version from Rob Kouba. I’d love to see more…


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