Latest / Pick Up and Deliver / Stories Adapted to Board Games
Transcript
- 0:00Welcome to Pick Up and Deliver, the podcast where I pick up my audio recorder as
- 0:07I step off the train and deliver an episode to you while I walk home.
- 0:10I'm Brendan Riley.
- 0:11Well, good afternoon listeners.
- 0:22It's a lovely day here in suburban Chicago.
- 0:24The temperature is in the high 70s.
- 0:26So I've taken off my sweater.
- 0:28I'm just wearing a t-shirt.
- 0:29I'm going to follow that walk home and I want to talk to you about board games.
- 0:33I teach a class called Board Games and Literature in which we explore how board games tell stories
- 0:41and talk about storytelling in different literary forms and how board games can operate
- 0:46as a literary form and how they generate different story elements and so on.
- 0:50It's a fun class and we have a good time playing different games and exploring different
- 0:56things that happen in the stories and so on.
- 1:00Today was the last day of the semester so it was nice to hear from the students what
- 1:04worked and what didn't work.
- 1:05There was a fair amount of interesting conversation about what we're doing and what's going
- 1:11on and generally I enjoyed myself.
- 1:17One of the projects that I have the students do is imagine an adaptation of a story into
- 1:24a board game.
- 1:26Now this semester I had a problem where I did not specify that it could not be a story
- 1:30from a game.
- 1:31It had to be a story from a linear narrative medium like a book or a film or a television
- 1:38show because I want them to think about how to adapt the story into game elements and if
- 1:44you're adapting a game it's already in, it's already being told with game elements so
- 1:50that part doesn't work.
- 1:52But that's a note for future versions of this class.
- 1:57But I wanted to talk today about the idea of adapting stories into board games and where
- 2:02I've seen success and where I've seen things come up short as we think about how those
- 2:07adaptations work.
- 2:08So one of the things I asked my students to think about which is the same approach I would
- 2:12take where I'd given a property and asked to adapt it is to first identify the key elements
- 2:19from that story that make that story unique or interesting or compelling for the audience.
- 2:25Because I think that the board game adaptations that are successful in adapting a story from
- 2:29one medium to another, the trans-mediated adaptations to use Paul Booth language from game
- 2:36play are the ways that the designer captures the feeling of the story in the play of the
- 2:43game.
- 2:44So an interesting challenge and I think there are two ways that designers approach the task.
- 2:51One way is to adapt the experience of the story such that you get to live the story.
- 2:57The advantage of that is that it buys entirely very strongly into the nostalgia and the pleasure
- 3:04that people have of that story.
- 3:07If you are a fan of a story and when you play the game you get to act out the story, that's
- 3:11really fun.
- 3:12Very engaging really fits kind of what you want when you go to play a game that's based
- 3:18on a story.
- 3:20At the same time there is very little room for surprise.
- 3:23If you're adapting a story then you know what happens and the evolution of the story beats
- 3:32are limited because it's not fun to visit your favorite story and have it end wrong.
- 3:38I will use an example here, two versions of this kind of adaptation, one, a couple that
- 3:44I think work well and then one that doesn't.
- 3:46I will say the two that I think work well but within limits are the jaws board game and
- 3:53the goonies never say die.
- 3:56Both jaws and goonies never say die capture the feeling of the source movies with jaws.
- 4:04The feeling the movie is in two parts right the first half is the shark hunting people in
- 4:09amity and the decision being made by the town about how to hunt the shark and then the second
- 4:15half is a battle between the shark and the people on the boat.
- 4:18This is perfectly captured in the game.
- 4:21The first half of the game the shark is playing a hidden movement game where it's moving around
- 4:25trying to eat people and the players are trying to find the shark and hunt it enough that
- 4:32they can then move on to the second half of the battle.
- 4:38Unlike the movie of course the shark can win and that's part of what makes the game interesting
- 4:43is the shark could win or the shark might not win.
- 4:46And unlike the but like the movie they capture a lot of the feeling of it.
- 4:52The graphic design in the game draws on the graphic design from the movie.
- 4:56They use the same font they use for the credits in the movie to do the font design of the cards
- 5:02and other things in the game.
- 5:04The game takes the movie takes place in the 70s and a lot of the style of the game the
- 5:09visual style matches 1970s aesthetics.
- 5:13Of course the second half of the game where the humans in the shark are battling.
- 5:17It captures that idea of the humans are doing everything they can to fight the shark
- 5:21but the shark seems preternaturally or almost supernaturally powerful and their odds of defeating
- 5:28it continue to go down as the shark challenges them in various ways.
- 5:32It's a really good adaptation of what happens in the movie and the book but it also leaves
- 5:39room open for the shark to win it leaves tension there in a way that the movie had tension.
- 5:45Although I think anybody watching it knows the shark isn't going to win at the end but
- 5:49in the game the shark could.
- 5:51So that's a really good example of taking these precise elements from the movie that make
- 5:57the movie enjoyable to watch that represent the sort of key elements of the story and bringing
- 6:05them into the story of the game.
- 6:07I will point to another adaptation that I think doesn't succeed that well and this is
- 6:14back to the future and adventure in time.
- 6:17Pretty sure I have the subtitle right there.
- 6:20Back to the future and adventure in time is by a pair of designers that I really like.
- 6:25Matt Riddle and Ben Pinchback.
- 6:28It was a really interesting multi-use card game that has the theme of the back to the
- 6:36future story but very quickly loses the essence of the story in favor of the interesting
- 6:43game mechanisms.
- 6:44They are really interesting game mechanisms.
- 6:47In back to the future and adventure in time you are moving back and forth between 1955
- 6:541985 and 2015 and in those jumps you are playing different cards that give you different,
- 7:01they're solving different problems or puzzles and if you succeed in solving the right ones
- 7:06then you get some points and you're trying to complete a group of different problems
- 7:11that will sort of solve the time paradox that is at the heart of particularly the second
- 7:17movie I think.
- 7:18Although I'm trying to remember if you get to go back to 1855 or not or if it's just
- 7:2255/85/85/2015.
- 7:25It might be 1885/55/2015.
- 7:29You might not go to the 1980s as I think about it.
- 7:33But either way, at the heart of the game is not telling the story of back to the future.
- 7:38It's playing this really interesting and frankly well designed multi-use card puzzle game
- 7:44with the back to the future theme on it.
- 7:46And I think that's why ultimately a lot of the reviews of the game were not very good
- 7:50because what people wanted was something like what happens in jaws.
- 7:54I will say though the game that comes closest to that as far as I'm concerned is the back
- 7:59to the future game made by FUNCO that's not the dice game.
- 8:02So there's three back to the future games that I'm aware of.
- 8:05The dice game is a pretty close adaptation of the back to the future story.
- 8:10You're trying to complete the story beats through various cooperative mechanisms while
- 8:15trying to keep BIF at bay.
- 8:17It works pretty well but it doesn't really capture that feeling the way that I would say
- 8:23jaws does.
- 8:25So that is one approach to adapting a story is having the players engage with the story
- 8:33itself and try to replicate it in various ways.
- 8:35And again this is this can succeed well and can miss sometimes.
- 8:41You can also do this where you're adapting a game story but kind of filing the serial numbers
- 8:47off.
- 8:48A good example of this would be the Slasher movie game last Friday in which you're basically
- 8:54playing Friday the 13th of the game in which you're basically playing Friday the 13th
- 9:00of the game.
- 9:01And in that one players are one player is the Mask Killer, it's Jason.
- 9:07And the other players are the camp counselors.
- 9:09And the whole thing is during the day games played in four phases.
- 9:13During the day the Mask Killer is dangerous and during the night the Mask Killer is dangerous
- 9:19and the camp counselors are not.
- 9:22And during the day the camp counselors are hunting the Mask Killer.
- 9:24So there's this back and forth that works pretty well.
- 9:27But there is another approach to adapting a story into board game form.
- 9:32And this is to take the setting of the story and make a board game from it without necessarily
- 9:37adapting the story itself.
- 9:40A couple examples of this that I would point to, there's the Red Rising board game.
- 9:45There is the recently released not Stormlight Archive, the Brandon Sanderson one about eating
- 9:51metal and doing magic for some reason not remembering the name of right now.
- 9:56And there's the Jeff Kengelstein's The Expans board game which is a card-driven game in the
- 10:02style of Twilight's struggle but it takes place in the Expans universe.
- 10:06And then there is Game of Thrones the board game.
- 10:09In each of these the world of the story is constructed as an environment in which to play
- 10:16a game that evokes the kinds of events that the stories enact but doesn't lock players
- 10:23into reenacting the narrative of those stories.
- 10:27And I think that engaging with this kind of world building adaptation is an interesting
- 10:34follow up to the kinds of storytelling that are done in the direct adaptation.
- 10:39I think usually these are better adaptations if people are interested in the world building
- 10:46of the worlds they're exploring.
- 10:49For example a Game of Thrones works really well because the world building of the different
- 10:53families and the different characters fits the kind of game that you're playing, the
- 10:59area control troops on a map game.
- 11:03But you aren't locked into the individual story arc of the Rise and Fall of House Baratheon
- 11:09and the Rise and Fall of House Stark and the way that those particular plot elements
- 11:14play out in the novels or the TV show Game of Thrones.
- 11:18Instead the setup works really well.
- 11:23It captures those feelings of allegiance to story but then allows for players to sort
- 11:29of think through or play out the different possibilities within the storyline.
- 11:33I would say games that do that well are games that set up that world really well.
- 11:39I think the Expans is one that didn't work so well for me but it might just be how well
- 11:43do you know the world?
- 11:44Like I thought the Expans was an interesting game but the events were less compelling to
- 11:49me maybe than some of the things that happen in the other world building story type situations.
- 11:55And then another approach or another one that works I think really well is what you'd
- 12:00call the story with the serial numbers filed off.
- 12:03You're telling a story that's very similar to the kinds of stories being told in these
- 12:07bigger narratives but without the specific narratives.
- 12:10A great example would be a touch of evil which I often describe to people as Johnny Depp's
- 12:16Sleepy Hollow game movie as a board game.
- 12:19Or another example would be Obsession which is kind of like playing Pride and Prejudice
- 12:23as a board game.
- 12:24It evokes the story, the type of story that's told in these narratives but without the direct
- 12:31licensing.
- 12:32And again I think how well this works depends on how good a job the designers do of building
- 12:38the world that people are playing in.
- 12:40Now I will fully point to the fact that Paul Booth and a number of other game scholars
- 12:45have explored this territory before.
- 12:47I'm kind of walking the same path they did but I think it's interesting to think through
- 12:52it yourself and kind of echo the kinds of knowledge that other people have explored
- 12:59when you're thinking through how these ideas function.
- 13:03I will put some links to other people who have written about this sort of thing in the
- 13:07show notes but hopefully you found a meditation on this concept interesting and I'd love to
- 13:13hear your thoughts on it.
- 13:14You can share those thoughts over on board game geek and guild 3269 where I'd be happy to
- 13:18hear them.
- 13:19You can reach out to me on board game geek.
- 13:21Wombat 929 is my username there.
- 13:23I'd love to hear from you.
- 13:25You can also send me a direct mail message by email to the email address branded in AdWrattlebox
- 13:31games.
- 13:32Well thanks for joining me on my walk today.
- 13:33I hope your next walk is as follows in this line walk.
- 13:35Bye bye.
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