Game Development Reference
In-Depth Information
Exterior to the game's diegesis, however, paratextual board games also relect
algorithmic modularity, in that their peculiar relationship with the original media
text means some aspects of the game reside uniquely within the game diegesis
while other aspects are a “crossover” from the original text. Most paratextual
board games will use characters from their original text, as do the Lord of the
Rings games I discuss in the next chapter, the Walking Dead games in Chapter 3,
or Star Trek: Expeditions in Chapter 5. But for Arkham Horror, the creation of
unique characters leads to interchangeability within the game. Like the Battlestar
Galactica game I discuss in Chapter 4 or the Game of hrones: he Card Game
of Chapter 7, the Arkham Horror franchise includes room for expansion packs
that augment the play of the game via the addition of modular elements. For
example, beyond the base set, which comes with over 700 pieces and cards, I
can also purchase at least eight diferent expansion packs of more cards, pieces,
and narrative elements, including the Dunwich Horror , the Innsmouth Horror,
and the ominously titled the Lurker at the hreshold. Such expansion packs are
common for complex paratextual board games, adding texture and meaning to a
cult world—as well as increasing revenue for franchises and game companies, as
the expansion packs can range from $24.99 to $54.99 each. Being able to touch
and feel these multiple components also helps create afect in players, as the
tactile nature of multiple sets of games, tokens, and igures helps produce an
emotional connection to the game, and a sense of completion (or desire) for
those that collect miniatures. 24
he algorithmic nature of paratextual board games extends to a sense of
automation as well. Unlike digital games, where the calculations and algorithms
are all hidden from the player, paratextual board games rely on players knowing
and understanding every rule. 25 It is not uncommon for players to spend time
looking up rules in the topic when they do not know them of the top of their
heads—and during our gameplay session, there were breaks of iteen minutes
or so when we would argue over the semantics of the wording to igure out what
the game meant. For instance, delaying a character is diferent from devouring
a character, which is diferent again from arresting a character or making a
character go insane or unconscious . We oten had to go online to see videos and
other resources to aid our understanding of the rules, revealing the importance
of knowing them for continued play. 26
he very paratextuality of media-based board games also relects an
automation, such that the more a player knows about the cult world upon which
the game is based, the more his or her interpretation of the game becomes based
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