While listening to the Building The Game podcast the hosts were talking about the open world concept and how that might work in a board game.
I thought I would put together some thoughts I had about the idea and see what you fine folks might have to add. Are their games out there that already do this? What theme do you think would best be suited to this concept?
And... Discuss
=M=
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Open World Game Board Concept
The open world game concept of video games seems like it may be difficult to bring into a board game especially a board that has no real boundaries. The board from Forbidden Island goes away as it is affected by cards that speed up the end of the game and remove tiles. It might be possible to use this concept along with a way to extend or build out the board to create the illusion of an open world but because most games have a finite length the board would probably not reach beyond the boundaries of a tabletop gaming space.
Random decay might be interesting and allowing players to shore up areas of the board. If decay would cause the board to split the smaller half could be lost and players on that section removed from play and returned to the game board on a future turn. If it splits evenly then the side with less players is eliminated. Then finally it could be random after that so that players have some control over the board.
As an idea the game board could consist of tiles that are double sided. The front being state 1 and the back state 2 and when reaching state 3 they are removed. Another option is that tiles could be layered. Or a combination of the two solutions.
It might be interesting to have a board working against the players while they also work against an enemy such as how Pandemic or Castle Panic work.
The open world concept in video games has several aspects.
The first is a play field that is less confined by artificial restraints. Players can move freely through a virtual world. This does not mean infinite as technology restricts this. Even games such as Minecraft can have restraints put on how big the sandbox is that you get to play in.
The second is that there are multiple paths to an objective or various ways to play the game that all reward the player in some way. For instance a space ship captain could pick up and deliver goods, or that same captain could defend against attacks, or mine asteroids etc.
Then there is a concept of procedurally generated content in a game. This goes way back to games like Elite or Rogue where not only the map but in cases like Elite entire planets, their locations in the 3d environment, and what resources there were available to pick up and deliver were generated randomly for every game.
In a board game I think that the concept where players have many paths through the game have been well explored. Games like Xia give player quite a bit of leeway as to how they want to play the game.
What intrigues me most is the possibility a procedurally generated game board that is mostly limited by the tabletop you are playing on. And has enough variability to give players a familiar yet unique game play experience each game.
Is this doable? I think it would be with a really good theme. Placing lets say hex tiles into a bag and having players pull them out to build the game board. Tiles could decay till removed and based on the proximity to the tables edge certain tiles would or would not be returned to the bag. Moving towards the center could be rewarded with those previously removed tiles returning to the bag. I think of this as sort of a bag building and destruction mechanic all rolled into one.
Thanks for the great discussion thus far =)
=M=