Like most
top 10 lists, this is entirely subjective, your list won’t match my list, but
that’s ok.
Going back 40
years, most boardgames were
- “Roll and move”, like Parchisi, monopoly, Game of Life. These games lacked real decision making for the most part, and some, like snakes and ladders, totally lacked any player skill
- “Abstracts”, Like Go & Chess. While many of these games require a high level of skill, and are still considered “good games” by today’s standards, they are light on theme, which is perfectly fine for an abstract game. This is one genre where the ancients did a great job.
- “Suit based card games”, like Bridge, Poker, 500. A lot of good games use the standard 52(+1) deck of cards, and Poker is arguably the most well played board game in history.
- “Kriegsspiels”, old school wargames, with crunchy rules, sometimes using miniatures, and other times hexes and counters. Old school Avalon hill games, and many historical was games are in this genre.
The criteria
for this list are boardgames produced over the last 40 years or so, ones that
pushed the boardgame genre ahead in profound ways, and not necessarily through
their game mechanics. It’s also heavily biased by my own play experience and
perspectives.
I’ll be using 1977 as a cut-off point, and I’ll list them in chronological order. Basically, this is my take on game development over my own lifetime :)
I’ll be using 1977 as a cut-off point, and I’ll list them in chronological order. Basically, this is my take on game development over my own lifetime :)
1.)
Your faction does what now? Cosmic
Encounter (1977)
What makes cosmic encounter a classic was the introduction of “Alien Powers”. Each player, at game start, gets a unique alien power that “breaks the rules” and gives them a unique advantage or playstyle.
This simple
innovation means that two games of Cosmic Encounter never play out the same
way, as swapping out one players Alien power for another changes the game
balance. And, after 40 years of publication, there are scores of alien powers.
This simple concept has an ongoing legacy, and now days many games have “power selection” as an intrinsic component to the gameplay, where all things in the game are even, asides from the cool stuff your faction or character does.
This simple concept has an ongoing legacy, and now days many games have “power selection” as an intrinsic component to the gameplay, where all things in the game are even, asides from the cool stuff your faction or character does.
2.)
Check out the bling! The Gamemaster
series (1984-86)
This is
less about game innovation in regards to rules, and entirely about production
values and how games could look. The five games in the series set new ground
for how cool games could look, and how many bit and plastic parts could come in
a box. All five were dripping in theme, and many are considered modern, if
slightly flawed, classics. As a kid, there were few things I wanted more than these games.
But check out the pictures, for 1984 this was unheard of production levels. Quality plastic pieces, tokens, box storage, non-standard dice.
Axis
and Allies – World War II, with hundreds of little men, ships and planes (picture is a later edition, my painted anniversary edition)
Shogun
– War in Japan during the feudal period, with Samurai, turn order swords,
player screens, and bidding on ninjas
Fortress
America – A “red dawn” scenario, where one player plays the USA defending
against invasion from three fronts.
Broadsides
and Boarding parties – a two player pirate game….. with massive model pirate
ships
Conquest
of the Empire – 6 roman generals fight for control of Rome.
The game
master series defined the term “Ameritrash”, and led to US game development
focussing on components and theme over core game mechanics. Their legacy is
best exemplified by the modern Fantasy Flight games production values, and is
really where games moved on from just counters and cardboard.
3.)
Against the board – Arkham Horror
(1987)
Most boardgames until this point had one winner or you won and lost in teams. A few, like the innovative “Scotland yard” had one player against everyone else.
But Arkham was the first big fully “co-operative” game, where you won as a team, or you lost as a team. Set in the HP Lovecraft universe, the players must work together to stop unspeakable horror from spilling out into the world, risking insanity and death to do so.
Arkham
Horror’s 2005 edition is my most played game by a considerable margin. I own
all 9 expansions; have all 48 painted investigators, custom gate holders, and
an ornate Egyptian vase for my monster bag. I've put serious time into this one.
The legacy
of non-competitive boardgaming inspired by Arkham horror can be seen in
Pandemic, Space Alert, Space Cadets and other co-op games. While the first
edition of Arkham does not compare favourably to the 2005 version, the concept
of “us against the board” is an enduring one.
4.)
I can’t play, I’m painting –
Warhammer 40,000 (1987)
When 40k
came out, model painting looked very different, enamel paints were used mostly,
and people painted low detail figures for wargames, or made dioramas.
Warhammer
40k made the hobby aspect of gaming king and gaming has never looked the same.
GW and their in-house artists pushed the limits of model painting and sculpting
and really made it into an art form.
And while 40k and GW may not be the same creative force they were in the late 80’s and 90’s, the influence of 40k can be seen through the sheer number of high quality miniature games on the market like Warmachine, Infinity and Malifaux.
And while 40k and GW may not be the same creative force they were in the late 80’s and 90’s, the influence of 40k can be seen through the sheer number of high quality miniature games on the market like Warmachine, Infinity and Malifaux.
Not only
that, but the idea of taking a boardgame, and painting the figures, or building
custom scenery and parts, harkens back to GW’s hobby focus.
5. I Use my Broadsword! – Heroquest (1989)
It’s sad
that this game is out of print and almost an abandoned IP, as I think it is one
of the most influential games in history.
Firstly, it
defined the dungeon crawler genre, best typified by modern games like Descent
and Imperial assault. It took concepts from Dungeons and Dragons, and other
RPGs and boiled them down into a simple game that kids could play.
And most importantly, it got sold EVERYWHERE, and exposed an entire generation to table top gaming that involved magic, orcs, demons and barbarians.
And most importantly, it got sold EVERYWHERE, and exposed an entire generation to table top gaming that involved magic, orcs, demons and barbarians.
It was the
first, and only modern style boardgame I recall seeing a national television
advertising campaign for. The lines “I use my broadsword!” and “fire of wrath!”
are iconic catchphrases my gaming group still uses whenever we roll out a
dungeon crawler to play.
The lads acting like they are in a early gaming ad while we play descent |
Few games
can claim to have gotten more people involved in gaming than Heroquest, the
true “gateway game” of the late 80’s and early 90’s.
6.) Wow! Nice combo, you win – Magic the Gathering (1993)
I’ve
already written about how MTG is evil. It’s CCG business model is designed by the
devil himself to suck every single dollar out of your pocket, but it’s not the
CCG model that defines MTG to me, It is deckbuilding.
MTG allowed unrepresented freedom to design and build your own play style, to explore within a
games mechanics and come up with combinations and ideas that worked.
Deckbuilding, the idea that there is a pool of hundreds or
thousands of cards,
and you can only have 60 or so in a deck, is a powerful one.
MTG created
a new level of “game think” about a single game, and no game, not even chess,
has had more written about strategies and how to play and build a deck than
magic. And now, after 23 years, the combinations of cards in a deck are
approaching infinite, or certainly infinite by a humans natural life span.
MTG’s
legacy is huge, so many CCG’s and LCG’s exist these days that it’s considered a
separate genre. I’ve played many of them, from the sublime Android:netrunner,
through the good V:Tes & the Star Wars LCG, to the mediocre Rage and the
abominable Spellfire.
7.
Lol, you have wood for sheep? Settlers of Catan (1995)
First off, I don’t like this game very much. I find it
dry, a bit dull, and it is very hard to win if people freeze you out of
trading. I own a copy, and while I’m not really a fan, I appreciate what it has
done for boardgaming in general.
The Euro school of game design was divergent to the “Ameritrash” school I mentioned earlier. Euro games were mechanically clever, but normally thematically weak and had low quality components.
The Euro school of game design was divergent to the “Ameritrash” school I mentioned earlier. Euro games were mechanically clever, but normally thematically weak and had low quality components.
Settlers was the first Euro game to crack American
markets, and it’s legacy has less to do with the game itself, but because it
helped start the merging of the two gaming traditions.
After this point, Euros began to improve their themes
and component quality, and American games looked more at the Euro mechanics,
and tried to modernize their games.
It’s commercial success also opened many people’s eyes
to playing games other than Monopoly and the Game of Life. It helped to mainstream
gaming and helped families get back around the dinner table.
And while it's far less influential mechanically than say, Puerto Rico or power Grid, it's it's commercial success that is important.
And while it's far less influential mechanically than say, Puerto Rico or power Grid, it's it's commercial success that is important.
Without the crossover effect of Euro meets Ameritrash,
many of my favourite games would not exist. Chaos in the Old World and Lords of
Waterdeep are great examples of this blending of the two schools.
8.
Only a Cylon would say that! Battlestar Gallatica (2008)
While Shadows over Camelot was the first game I played
that was co-operative with a traitor, it didn’t have anywhere near the impact
on me as BSG did.
BSG is an important game for many reasons. Firstly, it killed the idea that western games based on established IP’s were most likely going to be mass-produced rubbish that stunk. For every “Dune” that was produced, you had a dozen “CSI the boardgames”, established IP usually meant the game was going to be rubbish.
Secondly, it turned the co-operative genre on its head with it excellent take on the traitor mechanic, making the traitor not just a problem to deal with like in shadows, but the core of the game. No game produces the same level of finger pointing and baseless accusations as BSG. It’s simply a joy to play.
BSG is an important game for many reasons. Firstly, it killed the idea that western games based on established IP’s were most likely going to be mass-produced rubbish that stunk. For every “Dune” that was produced, you had a dozen “CSI the boardgames”, established IP usually meant the game was going to be rubbish.
Secondly, it turned the co-operative genre on its head with it excellent take on the traitor mechanic, making the traitor not just a problem to deal with like in shadows, but the core of the game. No game produces the same level of finger pointing and baseless accusations as BSG. It’s simply a joy to play.
Finally, it represents a great blending of the ideas
and concepts mentioned earlier. It has great production values, role selection,
euro worker placement and resource management, co-op game play and diplomacy.
It is literally an excellent amalgam of everything game developers have learned over the last 40 years, distilled into what I consider to be a modern classic.
It is literally an excellent amalgam of everything game developers have learned over the last 40 years, distilled into what I consider to be a modern classic.
It’s also heavily influential on Dead of Winter,
another modern classic.
9. Crowdfunding - Zombicide (2012)
Zombicide might not be the first, but it is the successful
crowd funded game franchise of all time. Check out these numbers for the
Zombicide crowd funding.
·
Season 1 $781,597
·
Season 2 $2,255,018
·
Season 3 $2,849,064
·
Black Plague $4,079,204
Exploding kittens made almost as much with one game,
but that was more to do with “the oatmeal” than anything to do with the game
itself, so it doesn’t fit my point, which is, that Zombicide aptly demonstrated
that you can crowd source a boardgame, if that boardgame looks special enough
and enough people get interested.
As the sales figures show, each season has been more successful
than the last.
Zombicide showed how a company with a cool idea, but
without the funding to make it a reality, could reach an audience and obtain
funding. While this legacy is still unfolding, I like that companies can go
straight to the customer, and if they do release a fine product, customers
react accordingly.
10. Technology and gaming – XCOM (2015)
A lot of people did not like what XCOM tried to do but
personally, I loved it.
XCOM wasn’t the first game to use a companion app, but
it is the one game I’ve played where it is integral to the gameplay and it makes
for a unique gameplay experience.
The APP manages so much of the gameplay, and it makes
the game frantic and fast, as only automation can. I’ve never played a game
where you really feel the time pressure like XCOM, and I think that’s an
excellent use of technology.
There is romanticism with keeping boardgames distinct and different from computer games, but I think XCOM showed how modern technology can be used alongside a boardgame to enhance the experience.
Also, if you haven’t read my report on playing thegame solo, check it out. It was the most stressful, harrowing boardgame
experience of my life, but a really rewarding one.
I’m really looking forward to how other games utilize
technology like XCOM did to improve gameplay. Dead of Winters companion app is
brilliant as well.
Other honourable mentions
- Dominion – For introducing the deck building genre
- Twlight Struggle – For making card driven games accessible, and for it’s amazing theme and game play
- Pandemic legacy – For taking what began with risk legacy, and making legacy gameplay into a classic
- Warmachine – For making miniature wargaming into a pretty balanced competitive game and for its community focus
- X-wing – For making miniature wargaming accessible to people who aren’t as interested in the hobby aspect.
- Smash up - For the simple concept of combining two pre-built decks
- Dune - For taking cosmic encounters role selection, and adding it to strategy games.
I'm sure there are many games i've missed, but these are the ones that stand out to me.
I like X-wing |
And Warmachine too |
·
So many different games and so many years, a thought-provoking article. I'm still waiting for your 'Deliverance Lost' review. That story is considered very 'middle of the road' (Read: Mediocre) and I'd love to see your opinion on it.
ReplyDeleteI started working in town again last week, i've chucked it in my bag to read on the bus. Thats one reason I havent done any reviews, the HH books were my commute reading
DeleteAmazing review. Charts a lot of games I played as well in it. Funny thing, after the BSG bit and Arkham I started thinking 'what about X-Com' and bam, delivered. I'll be sharing this post at a gaming convention this weekend.
ReplyDeleteSide note, my brother and I used to wake up in the mid hours of night to play axis and allies, we had portions of our room set aside for that and Shogun... to have that sort of energy again.
A&A was the first big game I purchased with my own money. I remember seeing it in a store when i was 12 and had a part time job cleaning up a bookstore after school. I was so stoked to buy that thing. Compared to everything else on the market, it was amazing. My friend had Shogun, many weekends spent playing those two
Delete