I'd like to start a series of discussions aimed at some of the folks who are new to designing and/or games, to define and discuss some of the jargon and concepts we use to describe games.
The first discussion, I'd like to tackle an oft-used term, "fiddly". What does it mean for a game to be fiddly?
My quick definition is that an element of a game is said to be "fiddly" if the rules surrounding that element represent an exception to the rest of the rules of the game. An example of a fiddly mechanic is the castling or en passant rules of Chess.
What I'd like to hear in this discussion is what others think of when referring to a game as "fiddly". What are some examples of "fiddly" games? Is being fiddly a bad thing? How much fiddliness can be accepted? Are there ways of avoiding fiddliness in our designs?
I'd also be happy to hear other terms or subjects that might be of use to newer designers in terms of understanding the terminology or basic concepts that seasoned designers and gamers commonly use.
Looking forward to it!
-Jeff
Thinking of the "rules exceptions/needless complexity" aspect for a moment, I would say that there are some cases where fiddly rules are justifiable. For example, the building attributes in Puerto Rico or the civilization abilities of Vinci are technically "fiddly" in the sense that each breaks some core rule of the game, yet both games would be much less interesting without them.
I think the main design danger in a game with lots of fiddly rules is unanticipated interactions. This is especially valid for games with power cards. The designer must consider not just what each card can do, but also how each special power can interact with every other special power. This can lead to a rapidly expanding rulebook, and a whole set of extra fiddly rules to arbitrate the interactions between the special abilites. For this reason, I agree with zaiga that this kind of fiddliness is to be avoided, or else the effects of upgrades/events/power cards is kept clean and minimal. You don't want players to constantly have to keep referring to the rulebook to arbitrate weird situations, or worse, to hit upon a situation you never experienced in playtesting, and to cook up their own ruling.
In that sense, I think fiddly elements can be justified in a game but fiddliness almost always begets further fiddliness, so the judicious designer will be conserative with introducing these kinds of elements.
-Jeff