
Now, I won't deny that there are some classic games out there with excellent art and design work. For example, see this blog entry by our compatriot RL on the classic Dune boardgame from 1979. The components captured a unique style that seemed the reflect Frank Herbert's intriguing universe. But by and large, modern designers, artists, and publishers have better tools available to them and cheaper means of production. Back in the day, it was common for wargames to ship with sheets of counters and hex-maps, like this from Advanced Squad Leader (1985):


If you've never thought about boardgames from a graphic design standpoint before, I strong recommend reading this blog entry by designer, Mike Doyle. In it, he eloquently speaks to how good design can provide both aesthetic appeal and increased functionality (information) at the same time. The good news for me is that Doyle is leading the way on the new edition of Titan. Here's why I'm so excited. This is a pic of the Titan board from the classic 1980 edition:




When two armies clash on the main board in Titan, the battle shifts to an appropriately titled "battleboard" which represents the actual terrain-hex which the armies occupy. In other words, there's a transition from strategic to tactical. On the left is an old-school battleboard, on the right the updated version. Again, note the use of the classy parchment effect, as well as the inclusion of more information (so that you don't have to flip into the rulebook when a battle begins).


So what's the point of all this, in the end? To make more money off of chumps like me? Well, yes, I suppose. But once you begin to view boardgames as playable works of art, I think your perspective shifts. Here's a quote from Doyle's blog entry:
"Art for walls serves to enhance the ambiance of a room. By the same token, the art on the game board provides an ambiance to the gameplay that very pure data will never drive. I maintain that you are more likely to spend time looking at your favorite games than the art on your walls. Thus, the game aesthetics are just as important as wall decoration aesthetics for setting a mood and ambiance. How often have we stared at the wall art for 60 minutes or two hours at a time? Now how about the game art?"
I couldn't agree more. It's just basic psychology here: people are attracted to pretty things, and will be more willing to pay attention to them for long periods of time. If I pull out a wargame to try and convince some relative non-gamers to play with me, it better look good. If all they see is piles of counters with numbers and hexes, their eyes will glaze over and they'll start wondering where my copy of Risk is (I frickin' hate Risk). But if I pull out something like War of the Ring...



... I think I'm more likely to draw out that wide-eyed little kid that each of us tends to suffocate with lawn-work, excel spreadsheets, and mind-numbing TeeVee.
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