I Began the Hasbro brief by conductiong my own primary and secondary research, as it's important to find out why consumer buy certain party games and it's also key to have fresh, unused data to help determine what party game we should create and how we should go about making the product. I have noticed that, a vast number of board games are badly designed, with too many pieces, rules, and faff. Lose one small element and whole, game can be ruined.
Target Audience
Target Audience
I started to research into old games by hasbro's and one game stood out to me and that is Sorry. A board game that I remember playing as a kid and due to the brief being aimed at 16-26 year olds. I Personally feel that creating a game based on nostalgia is a great way to attract people into a new game with a twist from the past. However even though the brief has asked for a target audience of 16-26, a game that is mult-genreational would be very hard to pull off but would make it more succesful as the audience would be a lot wider and example of this is chess.
Sorry
Sorry! is a board game that allows the player to try and travel around the board with their pieces called pawns aster than any other player. The game was originally manufactured by W.H. Storey & Co in England and now by Hasbro, Sorry! is marketed for two to four players, After doing further research about the game the title comes from the many ways in which a player can negate the progress of another, while issuing an apologetic "Sorry!"
Sorry
Sorry! is a board game that allows the player to try and travel around the board with their pieces called pawns aster than any other player. The game was originally manufactured by W.H. Storey & Co in England and now by Hasbro, Sorry! is marketed for two to four players, After doing further research about the game the title comes from the many ways in which a player can negate the progress of another, while issuing an apologetic "Sorry!"
Nostalgia
Nostalgia has the ability to harness the power of the past, the connection between nostalgia and marketing is an effective way for companies and brands to connect with people (social connectedness). The interaction of people using many forms of communication to tap into the past, and to utilise campaigns, tag-lines and products embedded within people consciousness. Regardless of the era revisited, this strategy enables consumers to relive memories, and if done correctly this creates positive brand association.
Time
Time
Board games need to be easy to set up. You shouldn't need anything other than a medium space to play.
Organisation
Organisation
Making sure the game pieces are put away in the correct organizer once the game has ended is important. It cuts down tear down time, as players put their pieces in the right bags, but it also makes set up the next time easier, as you do not have to search the box for the starting pieces. This is the whole point of having organizers and while it may seem like a little extra work, taking care of the game means it will last longer and retain its quality.
Cards
Most of the time card games are compact and to not take that much space on the shelves and for travel. The duration of a card game most of the time will play within an hour. So it great to simply take out and play when you have a couple of minutes. Cards may have a lot of information on them and they may have many uses such as a randomizer instead of dice. They tend to be a lot cheaper to make and the play area is usually pretty small so playing on the corner of a table is possible.
Cards
Most of the time card games are compact and to not take that much space on the shelves and for travel. The duration of a card game most of the time will play within an hour. So it great to simply take out and play when you have a couple of minutes. Cards may have a lot of information on them and they may have many uses such as a randomizer instead of dice. They tend to be a lot cheaper to make and the play area is usually pretty small so playing on the corner of a table is possible.
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