Over the past month, the Postcards from the bagne team has been discussing different approaches to creating a boardgame as a way of engaging different audiences and telling alternative stories relating to the bagne that are often overlooked in favour of those which privilege a select few (see for example, Ayshka’s post on boardgames and agonistic memory). Within the wider context of the project, this is not simply about engaging more people in the general history of the penal colony but also to explore relationships between different sites relating to the bagne and the ongoing interconnectedness of these sites today. A boardgame seems to offer up the potential to emphasize these links both visually and textually.
One of the things which most appeals about creating a boardgame is its materiality – the opportunity to design counters, dice, cards, the board and so on using different materials. This is, of course, part of the wider appeal of boardgames and the reason they have over the past decade enjoyed a resurgence in popularity with adult gamers. However, if their materiality is part of what makes them a useful pedagogical tool (as witnessed in particular at museums in New Caledonia), designing a game not only as a means of engaging a wider audience with research but, potentially, as a research tool in itself raises questions about exclusivity and accessibility.
Like the video game industry, the boardgames industry markets itself on exclusivity and novelty. New games as well as extension packs can be prohibitively expensive to casual players and a testament to the commitment of serious gamers. One of the things we have been discussing is how to appeal to different audiences all the way up to serious adult gamers via the combination of complex narratives and challenging game play. At the same time, we recognise the scope to explore the boardgame as a research methodology which suggests trying different formats and approaches. Of key importance here is the question of accessibility and how to reconcile this with the materiality of the boardgame which can be expensive and difficult to distribute? Another option is to design a ‘print and play’ game similar to other projects (see for example the Counter-Cartographies Collective project on counter-mapping Queen Mary) produced in and around the space of the university. A ‘print and play’ game has potential to be circulated widely and perhaps reach those less interested in the game as object in itself. At the same time, it places limitations on the type and amount of text and graphics that can be used. There are reasons why this can be both useful and restricting, something we shall hopefully reflect on in future posts.