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What Is the Role of Board Games in Today's Computer World?
By DT Strain, Playus Maximus


How Computer Games and Board Games are Affecting One Another

It’s no secret that, compared to the rest of the toy/game market, computer and console games as an industry are giant in terms of gross revenues. In many cases, computer games cost more per unit and some require monthly fees. With that sort of revenue comes a superior marketing engine that puts their products in the public eye. At the same time, you have a great number of people who are unaware of the types of adventure, fantasy, and sci-fi settings available through board games (when they think "board game" they think of things like Monopoly®, Trivial Pursuit®, and the like). And to top it off, you have a fascination with computer games and the graphics they present because they are still somewhat new in the mainstream public’s eye.

But, alas, the board game market still stands. From July to December of 2002 compared to the same period in 2001, while the traditional (non-computer) toy & game markets as a whole fell 2.8% in revenue, traditional games and puzzles grew by 19.1%. In 1999, board game sales rose 21% while computer games rose only 12.5%1. Of course, computer games are in no danger of being overtaken by board games in terms of revenue, but one can clearly see that the computer game isn’t going to "kill the board game" either.

Why isn’t this happening? In the author’s view it is something akin to the relationship of television to radio, or perhaps what the internet/television relationship is becoming. Everyone thought radio would go extinct when television came out, but instead the two adapted to one another and found their respective niches. We see many instances of this between computer and board games, such as cross marketing & concept efforts and in the evolution of the form and structure of both.2

In reference to this cross marketing and concept collaboration, Mike Webb at Alliance Game Distributors says, "I think that for some time the board game market has served as a fertile ground for ideas and IP for the computer game market." Mike goes on to explain,

"...there are many computer game manufacturers that watch the board game market for ideas to mine and refine. At the same time we are beginning to see a reverse migration of computer games to well received board games. In the past there were some attempts at converting a computer based property to a paper based property, but with the high component quality and visual appeal of many of today's boardgames, that transition is being made successfully... The production costs, component quality, and breadth of appeal of boardgames has reached a point where there are successful bits-to-chits transitions, even as the traditional boardgame to electronic game migration continues.3"

But this mutual adaptation would not be possible if computer games could simply crush board games. The reason this isn’t happening is because board games still offer things that computer games can’t...


The Strengths of Board Games

About one third of PC gamers are saying that multi-player ability is extremely or very important to them. You’d think this meant online play right? However, only about 18% of PC gamers say that an online or internet component is important to them. Furthermore, according to 2003 sales of computer games, the best selling segment was strategy (27.1%), outselling even twitch shooters4.

So it appears that computer gamers are still hungry for face-to-face interaction and strategy – two areas that board games especially excel at providing. This may be one reason why board games are retaining their niche in the face of the computer game goliath.

Interviewed by About.com, Rio Grande Games owner Jay Tummelson said, "[Our board] games are short, usually less than an hour and rarely longer than 90 minutes. They have short rules, but strategies that are difficult to master. Thus, they have very high replayability… [board games] give [children & families] social time together - away from video/PC games and the TV. They have fun playing the game and talk about what is going on in their, often very separate, lives."5

With the Playus Maximus board game, Smugglers of the Galaxy, for example, the designers went out of their way to create gaming situations that would encourage direct social interaction, such as bidding, direct trading, and even posting and collection of bounties directly between players (rather than just with the non player encounters).

Computers will always be preferable for highly accurate game simulations where mathematics would be prohibitive by hand, with animated graphics, and where twitch or hand/eye reaction play is central. Such games are becoming more central to our entertainment than even television or film.

But at the same time, there is something about being able to look the other players in the eye as you negotiate, collaborate or compete in a realm that exists physically in your immediate environment. That social nature that board games feed is deeply entrenched in our instincts and it’s something that is "virtually" incapable of being substituted for by computers.


The Future of Board Games

At Playus Maximus, we believe in focusing on what board games do best in our design philosophy. That means simple, elegant games that are easy to learn, but challenging to master. At the same time, we seek to bring the excitement of imaginative and well illustrated story-driven game-play familiar to computer games into board games.

We believe that crossovers will happen in greater frequencies, but avid board game players are still a rather exclusive crowd. The industry as a whole still has a lot of work to do in educating the public about the options for them, their friends, and their families - to get them seeing beyond merely the party-game and awaken them to all the diversity and thrill that is possible in tabletop gaming. Crossovers will help this but it is up to game manufacturers, distributors, and retailers to continue to try and get the word out to the mainstream. We at Playus Maximus believe it can be done, and that good games are the central starting point to that effort.

DT Strain is game designer & artist for Playus Maximus.  Ask your local game shop about Smugglers of the Galaxy or order online!

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Footnotes & Credits
1. Toy Industry Association, Inc. www.toy-tia.org
2. Crossovers where popular board games appear and computer games and the reverse are now becoming more common. More importantly, shifts in the play and structure of board games are allowing more dynamic and story-driven gameplay, following a computer game-like pattern.
3. Playus Maximus corresponded with Mike Webb over email. Alliance is a major game distributor in North America and beyond. www.alliance-games.com 
4. The Entertainment Software Association www.theesa.com
5. About.com http://boardgames.about.com/library/weekly/aa012300a.htm Rio Grande Games www.riograndegames.com

 

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