1871: Franco-Prussian War<\/p><\/div>\n
Gabriel\u2019s argument instantly convinced us. To test the idea, we started with a provisional map that I developed for my own PhD thesis.<\/p>\n
I divided the types of terrains in Thomond into six categories, attributing a \u201cweight\u201d to each of them. At the base were routes over dryland (weight 1). At the top, peat mires (weight 6). Peat is a kind of soft coal whose deposits can swallow horses and armoured men like quicksand during particular rainy days.<\/p>\n
Bodies of water and mountains made up a special category \u2013 obstacles \u2013 that could not be normally crossed.<\/p>\n
In terms of gameplay, \u201cweight\u201d was supposed to work as the required movement points a player had to spend to traverse them. In this manner, crossing a bog in which there wasn\u2019t any kind of crossing would be six times as expensive <\/strong>as circumventing it and looking for a route.<\/p>\nThe proportions themselves were merely an abstraction. The idea was to reward players for choosing established routeways and hindering them from \u201cbeelining\u201d to their goals through untraversable obstacles<\/p>\n
Result<\/strong><\/h3>\nOur idea was an absolute failure.<\/p>\n
Our movement rules were overly complicated and made our turns \u2013 which had never been short to begin with \u2013 unbearably long<\/strong>. The ruler and the different \u201cweight\u201d values required players to make calculations each time they wanted to move, forcing them to keep a calculator at hand. Not exactly what most of us have in mind when we think about \u201chaving fun\u201d<\/p>\nThe problems didn\u2019t end there. Our pieces were too big for the scale of the map, making it hard to calculate movement and visualize zones of control. To increase it was not an option, as our board was almost 100cm wide as it was.<\/p>\n
Our first test playthrough left us with few definitive answers. One thing, however, was certain: that map had to go. <\/strong><\/p>\nI immediately asked one of our artists, Vin\u00edcius de Oliveira, to elaborate the following alternative:<\/p>\n
Second attempt: hex grid <\/strong><\/h3>\n<\/p>\n
Contradicting our original instincts, we decided to go back to the wargame hex grid. This decision immediately alleviated many of our headaches.<\/p>\n
With the map divided into neat \u201cspaces\u201d, the ambiguity that had made our first playthrough a nightmare was over. Each hex possessed a distinctive terrain value. A zone of control of a given piece corresponded simply to the six neighboring spaces.<\/p>\n
To remediate the sluggishness of our turns, we decided to simplify the movement points formula as well. Instead of six different categories, the map now counted with just three: routes, non-routes and obstacles. <\/strong><\/p>\nMoving through spaces connected by routes<\/strong> (represented in olive-green) cost one movement point per space<\/strong>.<\/p>\nMoving through spaces not <\/strong>connected in this fashion costed two movement points. <\/strong><\/p>\n\u201cBog\u201d, \u201cwood\u201d and \u201cplains\u201d remained important distinctions for the calculation of combat modifiers \u2013 representing the ease\/difficulty in manoeuvring and fighting in different types of terrain. However, they would be treated as the same thing when it came to movement.<\/p>\n
At first sight, this decision may seen problematic from a historical standpoint. After all, it is undeniable that crossing a bog is way more difficult than a meadow.<\/p>\n
However, the difference in scale <\/strong>that we implemented when we migrated to the hex grid mitigated this imprecision. Each space covered a diameter of roughly 12km. Even if the predominant terrain type in this area were peat deposits, it didn\u2019t mean that 100% of the zone was one giant mire.<\/p>\nThis becomes evident when we look at our first map \u2013 which I built based on data from 17th<\/sup> surveys and contemporary geological databases \u2013 that clearly show that the distribution of bog mires was non-contiguous. <\/strong><\/p>\nBogs (olive green) and woods (light green) in Thomond<\/p><\/div>\n
Thus, it would not be a heresy to assume that armies would be able to find a dry and safe route within a radius this wide. Above all because we\u2019re talking about armies comprised \u2013 at least partially \u2013 by native soldiers that knew Thomond like the back of their hands.<\/p>\n
Result<\/strong><\/h3>\nUnfortunately, we were barely able to put our instinct to the test. An altogether different and unexpected problem monopolized our attention. Our hexes were way too big for the scale of the map<\/strong>.<\/p>\nThe grid had caused important settlements to be just a few spaces\u2019 off of each other, allowing players to attack their opponents right at the first turn, without having to worry about routes or maneuvers.<\/p>\n
The scale was also problematic from a historical standpoint. As I mentioned earlier, each hex covered a diameter of c. 12km. What kind of medieval army had a zone of control so wide?<\/p>\n
Third attempt: smaller hexes <\/strong><\/h3>\nFor our third version of the map, we reduced the size of the spaces, so that they represented an area of c. 4,4km instead of 12km. At the same time, we recalculated our move point total to six per turn, <\/strong>preserving the binary division between spaces with\/without routes.<\/p>\nThis new framework improved the performance of our map considerably. To our surprise (and relief!) simplifying the terrain penalties did not cause players to take ahistorical routes.<\/p>\n
The low number of movement points paired with the agility of the historical communication network made our testers opt for following the routeways whenever possible, avoiding them only to flee or raid settlements. Even the latter case was rare: the vast majority of Medieval monasteries and residences were connected to a routeway of some kind.<\/p>\n
Result<\/strong><\/h3>\nDespite our contentment, the new map had some serious legibility issues.<\/p>\n
Our testers also had difficulties in accounting for the routeways <\/strong>to calculate movement point cost. The Medieval routeways weren\u2019t a perfect fit for our hex grid. Some of its spaces were \u201cconnected\u201d by nothing but a minuscule road bend very close to their border.<\/p>\n<\/p>\n
An even worse problem were the political divisions. As I wrote at the beginning, the borders of Medieval kingdoms were considerably less hard than nowadays. In our board, they fulfilled just two roles \u2013 one of them provisional.<\/p>\n
Firstly, the political map \u201coverlay\u201d served to orient players when they wanted to choose their factions. Irish names, after all, are far from being easy to foreign ears. We could not require players to choose a faction called \u201cCorcabhaiscinn\u201d or \u201cU\u00ed mBloid\u201d without indicating where these places were located.<\/p>\n
<\/p>\n
The second role was so that players knew which monasteries belonged to them. In this prototype, every settlement within a kingdom belonged to its owner.<\/p>\n
This abstraction did not correspond to historical reality \u2013 kings sponsored monasteries everywhere, not just in their neighbourhood. However, it was a mistake we could solve later, after the basic rules had been set.<\/p>\n
Unfortunately, this \u201cmistake\u201d only got more serious.<\/p>\n
The political map that served as reference to our board scaled badly to the simplified proportions we had adopted. Originally designed to help players in identifying their settlements, the political borders did just the opposite.<\/p>\n
Some monasteries ended up with half of their icons in one kingdom and half in another. To make matters worse, some borders \u2013 originally distorted by mountains or other physical obstacles \u2013 created some \u201cno-man\u2019s-lands\u201d across the environment.<\/p>\n
This monastery got a kingdom all to itself<\/p><\/div>\n
Was it really worth it to keep these borders, now that they did not work even as a gameplay crutch?<\/p>\n
Fourth attempt: no more borders <\/strong><\/h3>\n<\/p>\n
I didn\u2019t think so. To that end, I decided to remove both the borders and the names of kingdoms for our fourth prototype. The factions were now represented exclusively by a color.<\/p>\n
At the beginning of the game, each player would choose a piece and assume control of the settlements of its respective color. The current distribution of monasteries per faction is still a placeholder. Prior to the release of the game, I intend to investigate the records of each of those churches and determined which factions held sway over them.<\/p>\n
In addition, Vin\u00edcius de Oliveira the course of the routeways, making them more centralized in regard to each hex. We also improved the visibility of rivers and other bodies of water.<\/p>\n
Final result<\/strong><\/h4>\nIt is difficult to talk about a \u201cfinal result\u201d when our board is still a sketch waiting for an art. Aside from one or two historical tweaks, we still have to elaborate every single aesthetic element.<\/p>\n
Still, having reached this result, as distant as it is from a final product, was already worth it as a veritable game design class<\/strong>. Specifically, we learned to simplify the data available to us in a responsible manner. <\/strong>Shortcuts \u2013 such as introducing an error on purpose to \u201cfix it\u201d at some point in the future \u2013 could prove dearer than expected.<\/p>\nOur original map, based on data from my thesis, was very accurate from a historical point of view. However, its volume of information <\/strong>was inconsistent both with the scale <\/strong>of our board and with the expected duration <\/strong>of our game\u00a0(with matches lasting a few hours and turns lasting no more than 15-20 minutes).<\/p>\nYes, our original design was more complex. But it was always more visually polluted, filled with unnecessary elements (the political divisions) and with overcomplicated rules that hindered us more than they aided us (the \u201cweight\u201d calculations for terrain).<\/p>\n
Historical games, like any kind of model, are not mirrors of reality. Just as subway charts simplify the plan of a city to help us plan our commutes, games also reduce past societies to schemes so that some of its characteristics can be seen more clearly.<\/p>\n
Cartogram representing S\u00e3o Paulo’s subway lines versus a scaled map of the same region<\/p><\/div>\n
Simplifying is never easy for historians like us, who are taught since our undergrad years to look for meaning in every detail. With this map, however, we started learning to deal with representations that challenge our instincts \u2013 and, in the meanwhile, to expand our own horizons.<\/p>\n","protected":false},"excerpt":{"rendered":"
Board games n\u00e3o t\u00eam esse nome \u00e0 toa. De todos os seus elementos, seu tabuleiro \u00e9 talvez o mais importante. Para jogos hist\u00f3ricos como Os Triunfos de Tarlac \u00e9 tamb\u00e9m um dos mais dif\u00edceis de desenvolver. Desde o \u00ednicio, sab\u00edamos que nosso tabuleiro deveria representar as caracter\u00edsticas pol\u00edticas e geogr\u00e1ficas do reino de Thomond entre […]<\/p>\n","protected":false},"author":2,"featured_media":22535,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"spay_email":"","jetpack_publicize_message":"","jetpack_is_tweetstorm":false},"categories":[580,21],"tags":[175,483,589,671],"jetpack_featured_media_url":"https:\/\/i0.wp.com\/www.finisgeekis.com\/wp-content\/uploads\/2021\/01\/20210120-femtes-atlas.jpg?fit=1500%2C999&ssl=1","jetpack_publicize_connections":[],"jetpack_shortlink":"https:\/\/wp.me\/p9rUzW-5Ro","_links":{"self":[{"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/posts\/22530"}],"collection":[{"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/comments?post=22530"}],"version-history":[{"count":11,"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/posts\/22530\/revisions"}],"predecessor-version":[{"id":22807,"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/posts\/22530\/revisions\/22807"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/media\/22535"}],"wp:attachment":[{"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/media?parent=22530"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/categories?post=22530"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/tags?post=22530"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}