Tuesday, 26 October 2010

Impact Zone board game Research


Impact Zone
After close research within the book of ‘Board and Table games2’ I wanted to have another go at playing a board game that had more of a distinct look. I have already played Scotland’s yard, and understand the principles of the concept and rules, however this game is vastly popular: I wanted to play something a bit more quirky, or different in genre.
I went out into the city and decided to target more charity-based shops, as I know there would be less popular board games available with them. Reason being, people don’t usually get rid of the board games that are well known or better in terms of game play, so I wasn’t expected the perfect playing game but the curiosity got the better of me. I managed to find a game that I was very unfamiliar with called’ Impact Zone’ I analyzed the box art and scanned through the text advertised around it, and soon came to notice the target audience without paying attention to the age recommendation. On the cover it had two young children appearing to be hunting for something, just from the gestures of the figures I can determine that this game will be a game that requires strategic thinking (at a child’s level) to locate pieces. Although the description on the cover did inform that it would be a game that requires the player to find missing pieces, the actual box came with no manual or instructions. Thankfully I determine a lot from the pieces used and how the board was constructed, in fact it reminded me of a popular and well-played board game called ‘Battle Ships’.
Concept:
. Aliens have crash-landed in a space ship in the remote desert.
. You as the player required locating the missing pieces of the crashed ship and putting them together before your opponent does.
. However, you will be tripped up by other foes know as the Coyote, Rattlesnake and haunted underground mines. These will through you off your track as you try to hunt for the missing space ship pieces.
Game play:
. Players have set squares called zones that cover both halves of the board; these zones go up to number 42. The board is divided into two by a piece of cardboard representing the landscape design of the concept; this is used to conceal the position in which the opponent has placed the missing pieces.
. Each player in turn must randomly call out a zone number on the opponents board, if that zone is empty, a small cactus shaped piece must be put down on that square, so you can identity in the future where you have played. From this, you can begin to strategically plot out where possible pieces of the space ship would be, by making patterns and using moves wisely.
. If a player calls out a zone, which is either occupied by a piece of space ship, or other opposing enemy (rattlesnake, mine, coyote) a button symbolizes the pieces and must be pressed to indicate what the opponent has found. If it is indeed a piece of the space ship, the button must be sounded and then you must build your opponents spaceship for them on your side of the board.
. The first player to make up the entire spaceship by successfully collecting all the pieces must push down on the space ship, So that a light and sound emits indicating the end of the game and the winner.








Target Audience:
-          On the box target audience states over the age of 10 years.

I believe that this board game has done reasonably well with its target audience, especially with the use of colour and design. The board is well designed in terms of the construction of pieces and how it has laid out impressive graphics to give that illusion of being in this remote desert. Also the concept of having sound playing an important role, also attracts the attention of children as it gives them more involvement within the game play mechanics. Also the idea of collecting and puzzle building is a good way to get a young person to think more logically than any other games: However it does have a lot of downsides from my perspective. I’ve made a pro’s and con’s list so I can identify exactly what makes this game good or bad.



Pros:

-          Is well designed in terms of graphics and sound. Makes the experience very interactive and immerse for the suited age.
-          The concept of thinking carefully about where you have placed your own pieces, in terms of where your enemies are is impressive in terms of keep the attention span going.
-          The use of buttons as an area for sound to emit, would appeal more to children, as it would make them feel more in control with how the game is progressing.

Cons:

-          The idea for putting in other creatures such as the rattlesnake, coyote and haunted mine seems a little unnecessary. They have no importance within the actual game play, it just seems it’s there for the idea of pressing the sound buttons, which indeed would appeal to the younger generation even though they lack importance.

-          The fluidity of the mechanics is very, very slow in terms of the game play. Not even as you draw closer to collect more and more pieces of the space ship, the pace doesn’t increase at all. In fact for the simplicity of the game, it seems rather pointless to make it slower. I can understand respectively that children would take longer to adapt to the scenarios and rules, but I believe the turn base style is even too slow for them, and would not keep them entertained for long.


Overall:
The game as a whole is harmless fun that can quite possible achieve the entertainment of its target audience. With the powerful use of graphics and audio, it has given the board game new modes of immersive interactivity, which is a good factor to keep the players pleased. It also allows the player to think cleverly and plan routes of where possible pieces can be obtained, based on moves that have already been taken. However, the game play is too slow to keep both myself, and as far as I believe any one under my age interested. Even with the enhancement of adding nicer imagery and sound, it is not enough to continuously keep the attention span of a child. If there was an element of time, or something where the speed had to be increased in order to win, I think this would make the game play far much better. As it would require you to think hastily, and react quickly to how your opponent is moving towards your designated zones.

Notes from Overall statement:
-          I really like the idea of using time as a factor within a board game. It would keep the game play exciting and unpredictable depending on how fast you can respond to changes/rules/ or movements.




Bibliography:
- Impact Zone the board game


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