Morrison Games Home: Game Design Articles - Axis & Allies Strategies - Morrison Games Forum - About Peter Morrison

All content Copyright 2005 Peter Morrison - click here to see our limited license for distributing these articles

Join the MorrisonGames.com mailing list for free Axis & Allies, Risk, and general board game strategies:

Your Name: Your E-mail Address:
Privacy Policy: We hate spam too, and we will never share your information with any unauthorized third party.
Peter Morrison's Board Gaming Philosophy Overview

All board games offer a combination of certain features and attributes, pros and cons, strengths and weaknesses. This is because what to one player may be a strength, to another is a weakness, and that certain features are mutually exclusive.

For instance, striving for historical accuracy in a board game that is reflective of certain historical conditions (WWII, Napoleonic Era, the Civil War) certainly sounds like an excellent goal. However, with every additional element of realism that you add to the game, the rules become more complicated and the game time is lengthened (both of which are usually thought of as negative attributes, although there are many dedicated gamers that enjoy the additional elements of strategy and passion that develop in long drawn out games extending over a period of days or weeks).

So what is the solution? Essentially the goal is to develop a board game that has enough elements of realism and historical accuracy to garner a share of the market, and yet doesn’t have so many complicated rules that newcomers won’t be able to readily pick up the game or that it will only get played once.

The increase in the daily busyness of most people’s lives also adds into the board gaming equation. The busyness factor causes most people to have less time for board games, and greater scheduling conflicts with friends in trying to find a significant block of time to play a lengthy board game.

Computers have also impacted traditional board games, as most board games are now computerized and the increase in the quality and quantity of available video and computer games means that many would-be board game aficionados are drawn into these markets and spend their time playing Civilization III or Halo 2, rather than Axis & Allies, or Risk. Computers make routine the sometimes-difficult task of calculating the results of a battle, the flow of revenue and the development of technology in a board game. By speeding up these tedious offline tasks, a computer allows players to focus more on their strategy and actual game playing, and less time on the accountant bean-counting at the end of a turn.

Studies have shown that attention spans are growing shorter in today’s fast-paced, digitized world of on-demand information. Even when a group of people is together and interested in playing a board game, it can be difficult to keep the focus on actually playing the game, without something interrupting the game play. Conversations chase rabbits, other interests pop up, and the television blaring in the background all cause the explanation of a finer rule point to seem somewhat trivial, and in end causing enough of a distraction that long board games don’t seem to get finished very often.

With that said, interest in the post-9/11 world in board games is on the increase, and board game sales are on the rise. Board games have always been, and are still, a very popular method of coming together as friends or family and spending time doing something that builds both memories and relationships.