Board games have long been a source of entertainment and social interaction, but certain titles have ignited controversies due to offensive content, insensitive themes, or problematic gameplay. These issues have led to public outcry, bans, and legal actions. Additionally, the rise of crowdfunding has introduced new challenges, including unfulfilled promises and ethical debates within the gaming community.
Offensive Content and Banned Games
Several board games have faced bans or public condemnation for their controversial themes:
Ghettopoly (2003): A Monopoly parody criticized for perpetuating racial stereotypes, featuring game pieces like a pimp and a marijuana leaf, and properties such as liquor stores and massage parlors. Organizations like the NAACP condemned it, leading retailers to pull it from shelves. Hasbro successfully sued the creator for copyright infringement.
War on Terror (2006): This satirical game about global politics and terrorism was banned from major industry fairs and even seized by UK police due to its sensitive subject matter. The game included a balaclava, which authorities claimed "could be used to conceal someone's identity or could be used in the course of a criminal act."
Public Assistance (1980): A game that satirized the American welfare system, criticized for being racist and sexist, leading to its withdrawal from some stores. The game's central theme was described as classist, with a negative undertone toward those not on the successful path.
The advent of crowdfunding has led to several high-profile controversies:
Mythic Games: Once a prominent name in the board game crowdfunding scene, Mythic Games faced numerous issues with delayed deliveries, unfulfilled promises, and poor communication with backers across multiple projects. They ultimately failed to deliver on two Kickstarter projects worth $3.2 million and sold the intellectual property rights to another company. In October 2024, Mythic Games filed for liquidation, marking the end of the controversial company.
Unexpected Costs: Some campaigns, like Mythic Games' "Anastyr" and "Darkest Dungeon: The Board Game," hit backers with unexpected increases in shipping costs after campaigns had closed, leading to dissatisfaction among supporters.
The gaming community has grappled with several contentious issues:
Cancel Culture: Debates have arisen about the role of "cancel culture" in board gaming, particularly regarding controversial game designers or themes. This includes discussions about accountability and the impact of public opinion on creative expression.
AI Art: The use of AI-generated art in board games has become a recent point of contention. Some creators utilize AI to economically produce a large number of art assets, while others argue it undermines traditional artistry and raises ethical concerns. Platforms like Kickstarter allow AI use if disclosed, while BackerKit prohibits projects solely using AI, highlighting differing policies and ongoing controversy.
Asmodee's Replacement Policy: Asmodee's decision to replace entire games rather than individual components for damaged or missing pieces caused significant backlash, with customers expressing frustration over the inconvenience and environmental impact of such a policy.
Challenges related to intellectual property and publishing have also surfaced:
Glory to Rome: This highly acclaimed game became unavailable due to publishing rights issues, frustrating many fans who sought to add it to their collections.
Unbroken Fulfillment: The Kickstarter campaign for "Unbroken" faced severe fulfillment issues, with many backers not receiving their copies years after the campaign ended, leading to distrust in crowdfunding platforms.
In the dynamic world of board game design, themes play a pivotal role in attracting players and ensuring market success. However, certain themes can spark controversy or fail to resonate with target audiences, prompting designers and publishers to re-theme their games. This process involves altering a game's thematic elements while preserving its core mechanics, aiming to enhance appeal and avoid potential pitfalls.
Games Re-themed Due to Potential Controversy
Abandoned Ship: Initially themed around the Titanic disaster, this game faced backlash for trivializing a tragic event that resulted in over 1,500 deaths. In response, the creators rebranded it as "Abandoned Ship," removing all Titanic references while retaining the original gameplay.
The Grand Carnival: Originally designed as a museum-building game, it was re-themed to focus on a carnival setting. This change likely aimed to sidestep potential controversies related to cultural artifacts and representation.
Games Re-themed for Market Appeal or Publisher Preferences
Bärenpark: Conceived initially as a theme park-building game, it was re-themed to center on constructing bear parks. The publisher already had a similar theme park game in development, prompting this thematic shift to diversify their portfolio.
Everdell: This game began as a generic medieval town builder but was transformed into a whimsical world inhabited by woodland creatures. This re-theming significantly enhanced its market appeal, contributing to its popularity.
Aeon's End: The game's spell "prepping" mechanic is a vestige of its original pirate theme, where players would load cannonballs before firing. The theme was later changed to a fantasy setting, but the mechanic remained integral to gameplay.
Ave Caesar: Initially an F1 racing game, it was re-themed into a chariot race. The pit stop mechanic evolved into the "hail Caesar" action in the final version, aligning with the new theme.
Raptor: This dinosaur-themed game was initially designed as a Lord of the Rings game before being re-themed, likely due to licensing considerations.
Wok Star: Originally a cooperative zombie defense game, it was transformed into a restaurant management game. The re-theming retained similar mechanics but introduced a completely different theme to broaden its appeal.
These examples illustrate how game designers and publishers navigate thematic choices to align with market demands, cultural sensitivities, and existing product lines. Re-theming serves as a strategic tool to enhance a game's reception and success in a diverse and evolving marketplace.
Writer's Bio: Driven by a fascination with how young people learn, grow, and connect, Laura N. Larsson has spent years researching the role of play and social media in child and adolescent development. Since 2012, she has combined her ecommerce background with in-depth interviews of children and teenagers, producing insightful articles that explore the evolving interplay between play, communication, and online interaction. Read more articles by this author