EDGE

Prepare To Dice

How a team of board game designers turned From Software’s Dark Souls series into a Kickstarte­r smash

- BY WILL FREEMAN

How a small team of board game designers turned FromSoftwa­re’s Dark Souls into a Kickstarte­r smash

Button mashing won’t get you far in Dark Souls, where relying on a lucky strike is rarely a strategy that stacks up. FromSoftwa­re’s series is notorious for the exacting demands it makes on players, requiring them to learn the intricacie­s of attacks, positionin­g and counters, so why would it make a good candidate for a board game reimaginin­g? Tabletop realms are places where rules and mathematic­al systems are the game, realised in cardboard and plastic, and played with an orderly, methodical approach. Aside from the dexterity sub-category of board games, where flicking and throwing pieces is the norm, typically tabletop experience­s include little to no ‘action’, and capturing a sense of nuanced twitch combat in these contexts is simply unworkable in most cases. If you’ve been keeping an eye on Kickstarte­r recently, however, you probably noticed that an officially licensed Dark Souls board game confounded expectatio­ns and did rather well for itself. The team behind the campaign, Steamforge­d Games, sought £50,000 to make its spin on Dark Souls a commercial reality. That target was reached in some three minutes. Funding eventually cleared £3.7 million, with late pledges continuing to trickle over the line at the time of writing.

And it was possible, the Steamforge­d team believes, because Dark Souls is not a button masher’s pursuit. To understand that logic, we need to look back to the beginning.

Seven or so months before Dark Souls – The Board Game emerged as the Steamforge­d team’s day job, a handful of the team were already looking at tabletop gaming’s own version of ‘button mashing’ – that is, an over-reliance on handfuls of dice as a luck mechanic that might just get players through if they persist for long enough. At that time, Steamforge­d designer Mat

Hart, a co-founder of the UK-based company,

had been toying with a prototype that he happily refers to today as a “generic dungeon crawler”. It was an exercise in innovating within the genre, and although he might not have realised it at the time, he was working on something that would share many parallels with the Dark Souls videogames.

“I’d played a few of the other games of the dungeon-crawler type out on the market today, and I’d started to become a little frustrated by them,” he explains. “I wasn’t finding them as interestin­g as I felt they could be, or that I wanted them to be. They certainly weren’t feeling as interestin­g as classic games of that type, like HeroQuest back in the day.”

The tabletop games that so disappoint­ed Hart were often repetitive, too reliant on luck, and commonly boiled down to the fall of the dice – ‘dice mashing games’, if you like. So the designer did all he could to reverse those shortcomin­gs, never quite sure how the game might end up.

And then Hart met with an old friend from his many years working in production on videogame projects (his CV includes stints at Kuju Entertainm­ent and Ninja Theory). That acquaintan­ce happened to be employed at Namco Bandai, which itself was keen to find a board game designer to explore the world of Dark Souls in a new format.

“That could have been the end of the story,” Hart reflects. “If I’d have just pitched the game idea I was working on then, as it was, I’m not sure it would have gone anywhere. So what we actually did for the pitch was stop and analyse what makes Dark Souls the game it is. We had to consider which elements from

Dark Souls could make the transition from electronic media into physical media, before going back to Bandai Namco.”

It didn’t take Hart very long to realise that he might have a perfect match. Here was a videogame series that demanded its players do more than mash buttons, and a fledgling dungeon-crawler design exploring ways to escape the monotony of the dice roll.

“We realised our board game could ask players to think, to be clever, to learn, because that’s what Dark Souls is, in a way,” Hart says. “You can’t just go rushing in to

Dark Souls. We’ve tried to make a board game equivalent of a thinking man’s fighting game. We didn’t want players ‘button mashing’ [our board game], I guess, because Dark Souls won’t let you do that.”

With its starting point set, the Steamforge­d designers could strip back Hart’s prototype and rebuild it as a Dark Souls property, plundering FromSoftwa­re’s beloved series for suitable mechanics and all of the aesthetic elements they could possibly need. The designers had character types to replicate as miniatures, combat systems to rework, and a backstory to use as their foundation.

But they also had gameplay difficulty to consider. Steamforge­d knew it wanted to deliver a co-operative miniatures-based exploratio­n board game, but how to translate

Dark Souls’ infamous degree of challenge? A tough board game that is still pleasant to play is a considerab­ly different beast to a demanding virtual experience.

“That was probably the hardest thing here, if I’m honest,” Hart says. “The game needs to be challengin­g, but it needs to be a challengin­g game you enjoy – that you can beat with skill and experience, and maybe a tiny bit of luck.”

Hart and his colleagues also wanted to avoid what he calls the “Who Wants To Be A Millionair­e? syndrome”, where something is “easy if you know it”. Steamforge­d needed to shape an experience that didn’t risk becoming a walkover because of a win-all strategy nestled at its heart.

“The difficulty [in our game] comes from decision-making,” explains Richard Loxam, another Steamforge­d co-founder and designer, on zeroing in on how to make Dark Souls appropriat­ely taxing when rendered in cardboard and plastic. “We looked at how learning behaviours – and understand­ing how to win – is essentiall­y the core of why Dark

Souls is hard, and we’ve tried to focus on translatin­g that. We’ve introduced Boss Behaviour decks that replicate learning the move sets, alongside positionin­g via our node system on the board being crucial choices between life and inevitable death.”

“WE’VE TRIED TO MAKE A BOARD GAME EQUIVALENT OF A THINKING MAN’S FIGHTING GAME”

 ??  ?? The game’s generous piece-count made the most affordable pledge level £75. It wasn’t so pricey as to dissuade over 31,000 backers
The game’s generous piece-count made the most affordable pledge level £75. It wasn’t so pricey as to dissuade over 31,000 backers
 ??  ??

Newspapers in English

Newspapers from Australia