by Cael Darkhollow » Tuesday March 23rd, 2021 1:31pm
I think there is some rose colored nostalgia mixed with some exaggerated or false claims on both sides here.
I believe Stephen Baker did come up with the game screen and basic concept of one player controlling the monsters and dungeon set up while the heroes play cooperative style exploration for MB, borrowed directly from true RPGs such as D&D and Warhammer Fantasy Role Play, basically a simplified version of dungeon crawling scenarios popular in the early days of D&D. D&D evolved to encompass many unique styles of play and whole worlds as environs later, a system to turn a theater of the mind without boundaries into gameplay, originally it was literally dungeon crawling/treasure seeking in a labyrinth, only much more complex in its rules, stats and possibilities than a board game. (Gygax and Arneson created all that, Baker didn't.)
I believe he came up with the innovative folding board design of HQ with blank dungeon map which can be set up in any configuration with tiles and furniture making unlimited unique quests possible. He did turn an RPG into a boardgame. Truly remarkable.
I believe he wrote the basic storyline in the rules booklet and the questbook intros. He certainly had a hand in the game mechanics such as cards and movement rules.
But I also believe that Games Workshop was heavily involved in all the development of HQ including rules, storyline editing and refinement, setting, and all of the visual design including all physical aspects of the game such as furniture, figurines, artwork, and aesthetics. The overall game is very much consistent with GamesWorkshop style of the period and is clearly their product, not necessarily MBs based on comparisons with any other games released prior by either company. MB did board games and GW did fantasy gaming; HQ is an amalgamation of both, hence the collaboration.
I believe Baker/MB did the original conceptual design, basic writing and conceptual boardgame mechanics while GamesWorkshop brought it to life physically and did the actual design, production, rules testing, manufacturing, and all the artwork.
MB can be credited with board game concept development and distribution to a broader market than just the hobby gaming shop community, while GamesWorkshop can be credited with turning concept into product and the actual development of the game itself. I think we can ascertain and give credit where it is due.
Baker himself stated that GW developers met with MB several times, they obviously weren't passive observers just signing off on his ideas and cashing royalty checks for IP use, instead they were active collaborators with an equal or probably greater part in the actual development of HeroQuest and Battlemasters.
On the other hand, Bryan Ansell was a well known hothead full of hubris who wasn't well liked even within his own company, so exaggerated statements on his part aren't a shocker either though.
If we look at some other MB games that Baker worked on his style, imput and true influence becomes clear. He is a boardgame developer not a world creator or story author.
He can pastiche the worlds of others effectively IF he has the world and basic story to use.
Battlemasters took the Old World setting and army against army pitted battle of Warhammer Fantasy Battle and combined it with the strategy war game hex grid, while providing the simplified randomization of a board game via draw deck cards vastly streamlining and simplifying play of much more complex troop movement rules and combat tactics. He turned complex and time consuming tabletop wargaming and strategy simulations into an easy to understand and fun to play board game for kids. Brilliant.
Heroscape, Battlemasters spiritual successor was stripped of the fantasy world setting of GW while retaining the hex grid of BM, but actually became more Warhammer-like in the aspect of modularization of armies into collectible units and individual figures not limited to a single boxed set, emphasizing collectability and customization rather than any further development of more complex game play.
DarkWorld is a HQ clone and derivative of it's basic style of play which in turn was a derivative and simplified version of D&D; but DarkWorld lacks the blank map page allowing the infinite quest (but limited to the board itself) possibilities of a pseudo-RPG, it is a true boardgame with linear game play. It is a board game in totality not an entire game system like HeroQuest is. The game combat and movement mechanics are so simplified that heroes and monsters are not differentiated from each other in any meaningful way making the game rather droll. The aesthetic is clearly a direct homage to GamesWorkshop style especially the figures. While the concept of boardgaming through a 3d dungeon environs to reach the objective, the miniatures and boardgame parts are all beautiful, the game itself falls flat without a rich background world and story emersion, and over-simplified game linear pawn play instead of RPG style progression and actual character development.
DW is a boardgame masquerading as an illusion of an RPG while HQ is the most basic distillation of an RPG. HeroQuest players can go anywhere on the board at any time, while in DarkWorld why would they? The linear forward progession for a win is clear, the objective of the game is different: do we win the game vs. do we progress the storyline and make our characters more rich and powerful?
There almost certainly isn't any fan websites for DarkWorld and never will be, any more than Sorry, Hungry Hippos, checkers or Uno didn't develop their own fan communities either.
I think Ansell's statement rings very true if the prototype HQ was anything like DarkWorld, the boardgame needed a world setting to spark imagination AND open ended blank maps to work as a believable complete game system not just a boardgame.
J. R. R. Tolkien invented the Fantasy genre from myths and legends,
Robert E. Howard (and others) created adventuring narrative,
Gary Gygax (with initial involvement with Dave Arneson) invented the role playing game to utilize the fantasy genre and adventuring narrative as a game for entertainment ,
Stephen Baker figured out how to simplify it to its basic essence to play the complex RPG as a boardgame,
and Games Workshop gave us the gritty world, look and feel of HeroQuest that was essential and made it so much fun to play.
Last edited by
Cael Darkhollow on Tuesday March 23rd, 2021 2:03pm, edited 1 time in total.
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