After analysing various ways to implement a board game as a video game, I realised that it is much easier to design a board game like video game that break some board game rules than making a strict board game. It might be a bit weird to say, so I'll start with an example:
There is a video game called "advance wars" which is a video strategy game that was reimplemented as a free PnP board game called "Skirmish wars". Some elements like counting fuel and ammo had to be cutt off from the video game to make the game playable as a board game. HP has been recorded by giving units 2 states (full or half HP). It would be possible to still play the game the original way, but it would require bookeeping all the infortation on a sheet of paper with a pen making the game very hard to play.
What I have realised is that 80% of the work of board game design is to actually shrink down concept and ideas and cut down the fat out of them to make it work as a board game. I have the impression that when I design board games, most of my time is spent on figuring how I am going to fit an elephant in a shoe box rather than thinking about the name of the elephant or the color and shape of the shoe box.
It seems that most board game restrictions are due to logistic reasons:
- Information of components is fixed
- There is a restriction of space to display information and place components
- There is a limit to how many components you can place in a game.
- There is a limit to the amount of calculations a player can do.
- The game is limited by time.
- etc.
But it could be possible to remove most of these restrictions in a video strtegy game. But video strategy games still have their flaws:
- There is too much information
- There are hiden information to the player
- You don't know how the information is used and impact the game.
- The play time of 1 game can be very long (50+ hours).
Still, I like how board games abstract certain concepts into simple mechanics to solve problems. But the problem is that it slow down the development time because you need to find/design the right mechanic. So I thought that if I could make Video Strategy Games, I would give them a strong board game feeling while still breaking some board game logistic rules. Now the problem is where do you draw the line.
I have a plan of restrictions that has been set according to the idea that I could use a board game engine as video game where some rules could be bent. Here are a few suggestions:
- Physical reproduction of mechanics: The mechanics of the game must be physically reproducable. For example, you cannot ask a player to roll 9 faced die.
- Space limitation: There must be a restriction of space. IOf Each each city on the board requires a side board to keep track of buildings, then it will require way too much space if each players has a dozen of cities. It will be very annoyong to search for the city side board on the table when there is 50 of them.
- Component space limitation: there cannot be more information than what could natually fit on the piece. For example, you cannot have units with 50 combat stats if only 5 number could fit on a 3/4 inch tile.
- Unlimited components: Thre is no limit to the number of components a game can have, as long as it does not occupy so much space that it becomes umplayable.
- Variables: Variable values are fine. Electronic games makes it possible to change the values on a component when the game progress ( for example, change the HP of a unit on a token when it gets damaged).
- Meaningful information and combat resolution: It must be clear to the player how the mechanics are resolved. So a player must know that he must roll 1D10 + 9 and have a total greater than 12 to hit. This make sure that the mechanics can be reproduced on tabletop.
- No hidden Values or calculations: There should be any mechanics that runs in the background invisible to the player.
- All information must have a container: All information must have a component to be placed on it. For example, if you want random event, place them on cards. If you want to record a player's VP, place them as a variable somewhere on his board.
- Play Time: It must be possible to play the game with real players in a decent amount of time(1-5 hours) even when not playing with real players.
I don't know if all the above make sense, but that could give me the extra flexibility I need to make my games achievable in a reasonable amount of time while keeping the look and feel like a board game. It's like keeping the pro and avoiding the cons of both worlds.
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I think it is actually the opposite because video games can open tons of subscreens containing much more information.
I played panzer general on Xbox and I think I understand what you mean. It's just long and annoying to see the dice rolls. Still, I had an hard time figuring out how the mechanics worked anyway. So I think having an option to see the rules in details, or at least in a tutorial could be the key.
It reminds me a pacific ww2 game where you could keep track of idividual fighter pilot morale. Why the hell do I need to know that.
Mechanic wise, fuel and ammo forces the player to pull back when his ressources are depleted giving an opportunity for the opponent to reply unless the player already had a force to releive the depleted one.
Thanks for the replies anyway.