Rebuilding Boardgames: Rob Daviau on SeaFall and the Legacy Games
Lead image courtesy of www.robdaviau.com
Boardgames have always worked in the exact same way every time you play them. In Carcassone you’ll build a massive, sprawling renaissance city-state, in Twilight Imperium you and a small group of friends will simulate the dawn and dusk of an intergalactic power-grab, in Lords of Vegas you’ll develop fledgling casinos and oust the lesser tycoons around you—but that’s it. When it’s over the game goes back into the box. The score sheet is wiped clean, and the victories and failures are forgotten. The next game starts fresh, with the same opportunities available for all players. That might be for the best, because it’d be weird if every time you jumped back into Monopoly your Dad retained his vice grip on Boardwalk, but it’s still a shame when you consider how alive it could feel otherwise. It’s easier to personally identify with a venerable World of Warcraft avatar than a faceless, nameless yellow pawn. But what if there was a boardgame that saved your progress? What if you could use a hand of cards to tell a real, finite story? For designer Rob Daviau, that’s the dream he’s been working towards for the past four years.
“I became a professional game designer in 1998 when I got a job at Hasbro which owns Parker Brothers and Milton Bradley, and I spent 14 years there working on all the traditional brands like Monopoly, Clue and Trivial Pursuit,” says Daviau. “When we were working on a Clue game someone made a comment about how people keep inviting these mass murderers to dinner. Games always reset themselves even though the people change. … I have a background in role-playing games and at the time the TV show Lost was on, so I was taken with the idea of ‘episodic based board-gaming.’”
The first game Daviau applied that concept to was Risk: Legacy. He essentially took the classic, slightly boring family wargame and gave it a continual, fictional hook. You play Risk: Legacy 15 times. Over the course of the campaign you might find yourself ripping up cards or taking a permanent marker to the board—all dependent on the actions the players take. Think of it as a choose-your-own-adventure narrative joined with a boardgame. When you’re done with Risk: Legacy, your copy will look different from anyone else’s. It’s strange to buy a boardgame you can only play a certain number of times, but it’s also kind of compelling.
“It gave me a chance to use a boardgame to do more storytelling than most of them are capable of,” says Daviau. “The president of Hasbro at the time said ‘I’m not totally sure I get all of this, but go for it’ and he kinda put a shield over me and let me do it without any bureaucracy. It took about a year and a half and it died numerous times, but I willed it into existence.”
In 2012 Daviau left Hasbro and started making his own designs that followed a similar philosophy. The first project he released after going independent was Pandemic: Legacy, which takes those same persistent philosophies established in Risk: Legacy to Matt Leacock’s much-loved cooperative game about preventing a viral apocalypse. Pandemic: Legacy is currently the number one rated game on the adjudicating database BoardGameGeek. Needless to say, that counts for a lot.