Zombicide App Digitally Enhances an Elaborate Board Game

Written By Unknown on Selasa, 18 September 2012 | 13.25

Zombicide's sprawling layout requires gobs of BRAAAIN power to navigate the rules. Photo: Remote Presence

When The Settlers of Catan was published in 1995, it marked an evolution in board games towards creatively designed intellectual experiences. Amazingly fun to play, Catan and the games that followed its lead had one big drawback: setting up for game night began to feel like cramming for an exam, complete with thick rulebooks.

A new board game called Zombicide brings this complexity to an absurd level. Hundreds of little plastic zombies chase pop-culture inspired survivors around a board, guided by an elaborate rule set that changes dynamically. As enjoyable as the game is, its setup forces players to spend much time interpreting vague rules instead of figuring out how to dispatch legions of undead baddies.

Guillotine Games, the creators of Zombicide, realized their game design had gotten a bit unwieldy and called in reinforcements. They designed a companion iPad app as an accessory to the board game to help players manage multi-part moves, dice rolls, and all-important zombie spawning scenarios.

The Zombicide app makes rules easier to interpret and apply. Photo: Guillotine Games

The app maximizes gameplay by virtualizing the mundane aspects, like dice rolls and card shuffles, and allows players to focus their energy on strategizing their next move. You can play the game without the app, but doing so is like wandering into a zombie-infected street without a shotgun or machete.

Zombicide instantly becomes more fun when using the app, but it's also a design innovation that could apply to many games, and other product categories where manual movement and complex rules intersect.

The app is a free download and just might be the weapon that saves your game night. In a world where movie studios spend millions on CG-fueled adaptations of old toys and games, it's nice to see startups spend small amounts of money on tech that moves the art form forward.

In the physical game, this screen is a paper card — much less fun than digital zombie carnage! Photo: Guillotine Games

Spencer Ackerman 19 Sep, 2012


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Source: http://feeds.wired.com/~r/wired/index/~3/g_XqG8ewi8M/
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