Theory
Narratives have been one of the few constants in the human history. That is due to the fact that it is a comprehensive communication design. It is omnipresent. However the relationship between the narrator and the audience is imposing. Nonetheless, interactivity promises to change all that, and give more power to the spectators. Then again, it may not be so, as the free choice of what you want to collect or beat up in a game makes you think you are in control. But, in fact, it is just as biased as a story told from one perspective, and the user is the main character. Game systems are designed by people, and as a result, they include subjective interpretations of the world, which otherwise, might not be shared by everyone. This poses a problem in game design, as someone who doesn’t have the same ideas as the game designer may not understand how to play. However, even though gaming is a very popular and profitable niche, hopefully in the future, it will expand to more interesting ways of communication, rather than shooting and driving everywhere.
Hellcats video game
Board Game Design:

1. Analyse Content - list themes and elements of the topic, best done with a group of people, list all suggestions. Who is the game for?

2. Have a Break - human mind solves problems unconsiously, so leave the project for a bit. Go over the list and add any extra thoughts.

3. Categorize the List - markers/scoring devices, patterns between ideas, paths/physical space, probabilities, what are the prizes, principles.

4. Aligning - how to make the purpose of the game be highlighted through it? If game moves in a linear fashion e.g. time - use a path. If game has obstacles e.g. mountains then use blocky map. Shortcuts/setbacks - do snakes and ladders thing or a grid. Making decisions do forking pathways or a grid. Different powers - think chess or backgammon. Changing conditions - rotating board. Rule book. Uncontrolled events - spinner, dice, chance square.

5. Sketch - research other similar games, solve problems, draw mockups.

6. Secret Thinking Time Again - leave some time to forget what you were doing. Then test, test ,test. The more people the better.