What makes a board game have a good or poor sense of place?
There are two areas which contribute to the sense of place: In-game utility, and graphic presentation.
First, let's cover the factors involved in in-game utility.
Location density:
- A map spreads out
possible actions, and contributes to the pacing of the game.
- On a map there will be a mix of places where stuff happens and places you move along to get to other places. Sometimes the function of a place will be mixed, or vary depending on the game state and the player goals.
- If things are too close together, it can feel rushed and cartoony, not as much of a real space.
- If things are too far apart, it can feel tedious -- empty space is not memorable or defining.
- I like a mix, a lot of evenly spaced out locations and one further away that people can try to journey to sometimes.
Abstraction level:
- The more abstract your map is, the less it seems like a place.
- So a map
with
three places to go seems more like action selection than being in a
world.
- I
might break those three places down into twenty and increase the player
movement
allowance so that the time to reach each place is about the same, yet
the feel
of movement and place is increased.
Location uniqueness:
- If you have to
go to specific places to do specific things, it feels more unique.
If you can do everything everywhere, why even have a map? (Outer Rim market)
- If things
to do in different places are only slightly different it is also too generic to
help create a real sense of place.
Relevance (aka no dead areas):
- All the spots on your map or place should have reasons and possible actions which make players consider going there sometimes. This makes it
feel relevant.
- When something is relevant, people pay more attention to it, and can recognize and navigate by it.
- Having spots that you could go to but never do is a badly designed place, and takes away from the sense of place by seeming "irrelevant".
And a few other stragglers:
- Having dynamic reasons to go places makes it more like a real place. Like a quest goal that moves around the map or something similar.
- The sense of exploration and
discovery helps a place seem more real. So if the map is big enough that you go
looking for a place and are rewarded with finding it, it helps.
- Also, hidden
tiles which get revealed help with this feeling.
Now let's cover factors related to the presentation and graphic UI.
- Bad ones are circles and lines overlaid on a nice drawing. (Defenders of the Realm, Clank, Tyrants of the Underdark)
- If it looks more like chart than a place, then it doesn't help. (Clank)
- Are you in a place, or on it, aka sitting on the drawing on a board?
- Grids of squares feel much more like charts than a place.
The ability to navigate by landmarks is a hallmark of human real-world movement. To recreate that in a game, there needs to be enough uniqueness in the utility and look of a place to do it.













