Saturday, February 3, 2018

OUGD603 Brief 05: Guardian Article - The rise and rise of tabletop gaming

Guardian Article
Another article by the Guardian has been provided as a resource.

(https://www.theguardian.com/technology/2016/sep/25/board-games-back-tabletop-gaming-boom-pandemic-flash-point)

Notes:

- Gentler designs with an emphasis on teamwork are fuelling a boom in board game sales.

- Forbidden Desert 

- Escape: Curse of the Temple

- Flash Point

- Board-game cafes popping up over the UK

- The 'original social network'

- Measured around 70% of the UK toy trade, has recorded a 20% rise during the past year in the sales of tabletop games

- A lot more couples now – young, professional, just bought somewhere like the idea of getting a game out, having a few drinks, bit of fun for two or three hours around the table.

- Advances in game design that made the experience of playing these games far less fractious (and more enjoyable) than those family Monopoly sessions.

- “Eurogames”, as they are known, are notable for their relatively gentle themes (farming, landscape-building, dock-working), the fact that they reduce the element of luck and – most importantly – the way they ensure no player is eliminated before the end.

- The “co-operative game”, whereby every player wins or loses as a team member

- The designers of the forthcoming video-to-board-game adaptation Dark Souls, for example, sought £50,000 on Kickstarter. They hit that in three minutes, and ended up with £4.2m.

- The internet has also vastly accelerated the word-of-mouth on which the tabletop industry relies.

- It can be about the friendships and relationships that form.

- Direct interaction is important

- A game is a narrative to be told, to be shared too – directly and physically, in the real world.

- Less-fractious experience

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