“Two innovative recent board games—Pandemic Legacy and T.I.M.E. Stories—make narrative a central feature of their designs,” The Wall Street Journal reports. “Every play of a game unfolds differently; unlike in a book or movie, the ending isn’t set … From the players’ decisions evolves a narrative or story, with important choices, dramatic tension, surprises and turning points.”
“Pandemic Legacy is a new incarnation of the modern classic Pandemic, a cooperative game in which the players take on the roles of public-health workers and collaborate to vanquish a set of diseases that have spread across the globe.” After each game, players “open a factory-sealed envelope that reveals instructions on how to modify the game before their next play. The board, pieces, cards and even the rules themselves may change.”
In T.I.M.E. Stories, “players are time-traveling agents who have to enter alternate realities (such as 1920s Paris) and solve mysteries to save the world. Once your team wins, you can’t play again—that’s the end of the story.”
“Traditionally, a game is defined by its rules. If you don’t let pawns turn into queens, you aren’t playing chess, and if you make captures optional, you aren’t playing checkers. The success of Pandemic Legacy and T.I.M.E. Stories shows that this rule itself was made to be broken.”
C-Suite Strategies, a special supplement in The Wall Street Journal, featured an interview with Ayah Bdeir, founder of littleBits Electronics, makers of gender-neutral kits for building electronic toys — “snap-together electronic circuits, motors, lights and motors.”
“We want to help kids and adults understand the world around them further and reinvent it,” Ms. Bdeir, herself an engineer, says. In response to a question about how she creates gender-neutrality, especially in a category that is traditionally male-oriented, she responds:
“We are deliberately gender-neutral in the design of our product, packaging and communications, the colors we pick, the inventors we feature, the inventions we select [for publicity]. We promote creativity in art, in music, in design, not gendered hobbies. We market littleBits as a tool for invention, learning and play, as opposed to marketing it as a toy, which avoids placing it in either the pink or blue aisle.
The traditional association with robotics and vehicles is that they’re boys’ tools. So, we have bright colors that look like candy. There’s an extra effort to make the circuits look beautiful. And it turns out boys are not turned off. Anecdotally, our teachers tell us it’s close to 40% to 50% girls, which is unheard of in electronics.”