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[TiGD] - Designing Game Instructions

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Anonymous

Hello Everyone and Welcome

Apologies if this topic is out of place but I cannot help but feel that the process of designing, organising, editing and re-editing of the instructions form the spine of any game and its development. It is inherently intertwined in the process of nurturing a game from its idealistic infancy to its lean, streamlined maturation. Essentially, there are two types of game instructions: the simple one page rule sheet and the thick rule booklet.

Some games require a simple and concise set of instructions for a simple game where the majority of game play relies on pre-established or simpistic mechanics. The instructions are more a guide to the player. Clarity, concision and succinctness form the hallmarks of good instructions for such games.
{Note please that while I title these games as simple, this only refers to the instruction set and not the game itself. Go and Chess are "simple" games in terms of instructions yet their elegant complexity is certainly their hallmark.}

Other more complex games present a game with either original or less well known mechanics and so have to "teach" the player rather than simply guide them as in the former situation. In addition to the mechanics of the game, the game turn may consist of a number of phases that further complicate gameplay. The important note here for the game designer is that you cannot expect all, one or even any of the players to understand how to play your game. As such, the designer has to nurture players into their game. How do we do this? That is what this topic is all about. The following are some basic ideas to get some conversation happening.

Pre-established Game Schemas

The use of Victory Points, Money, Life and Experience Points form their own connotation. If you use these terms, your player will most likely have experienced these terms before and so already have a schema as to how these work in a game. In terms of instructions, work with these schemas rather than against them. They are the scaffolding you use to guide your player through the playing of your game.

This is fine as a general guide but what if you need to differentiate certain mechanics from the pre-conceived ideas that players have? What happens when you need to teach?

Teaching Methods

Perhaps the most simple way to teach something is using an example. In-game examples clarify a situation for the player. However, what the game designer has to be aware of is all the ways that a player may interpret a given rule - particularly incorrect ways. The use of incorrect examples (what not to do) is perhaps just as important as correct examples. Used together, they provide a good and meaningful basis in assisting your players understand your game.

However, what happens when the game is just too complex?

Really Complex Games

I suppose the classic example here that hopefully most of you will be familiar with is Magic: The Gathering. For those that have only ever played this casually, you may be surprised that the official rules are over the 100 page mark and are incredibly dense. Interpreting these rules is an artform in itself and can even be thought of as being part of the game - exploiting the rules for advantage.

Essentially, the difficulty with these complex games is a cycle of understanding. You have to understand A to understand B which in turn needs an understanding of C. However, C requires an understanding of A. As such, trying to work out where to start teaching A,B and C is very difficult.

I think it is safe to say that a spiral approach works well in these circumstances. By a spiral approach, I mean that you cover elements A, B and C lightly before looking at them again A, B and C in greater depth. How many required rotations of this spiral are required depends upon the complexity of the game.

Magic uses a simple tutorial to give players a feel for the game before letting them loose on each other. The game itself also backs up varying levels of play: Basic, Advanced and Expert. Obviously not all games need to have this inherent in their structure but the principle behind it should be followed with such games through the instructions.

Some questions for thought
{Question One}
What are some basic ideas you can expect most "players" to know?
Note that by "players" I am talking about players who have ventured past scrabble and monopoly into some of the more popular "German Games".

{Question Two}
Does writing a set of rules for your game help you guide your thoughts and thus assist you in putting the polish on your game?

{Question Three}
What difficulties have you had teaching your game to other players - or having them teach it to themselves?

{Question Four}
What techniques can you use in your instructions to help players teach themselves?

What other thoughts do you have on this topic? Are there any sites on the web that talk about writing clear instructions? Feel free to add any links that discuss this.

If anyone wishes to provide a link to instructions they feel are good or poor , feel free as well when making your point.

In conclusion to this quick introduction, I feel that Instructions and their design is one of the key considerations in developing a game from inside the head to inside the local games store. It should not be an afterthought but an intrinsic part of the game development process.

Zzzzz
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[TiGD] - Designing Game Instructions

Wow great topic..... and great post.

Dont have the time now, but I will be back to post my comments.

Joe_Huber
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Re: [TiGD] - Designing Game Instructions

Sam_Phipps wrote:
I cannot help but feel that the process of designing, organising, editing and re-editing of the instructions form the spine of any game and its development. It is inherently intertwined in the process of nurturing a game from its idealistic infancy to its lean, streamlined maturation.

I _hate_ writing rules. I generally wait as long as possible to do so; I don't really want to count the number of times I've shown a game to a publisher, and when they expressed interest had to scramble to get the rules written out.

Designing, organizing, and editing the _rules_ form the spine of any game. Actually turning them into a written form can come at many different points along the process, IMHO.

Quote:
Some questions for thought
{Question One}
What are some basic ideas you can expect most "players" to know?
Note that by "players" I am talking about players who have ventured past scrabble and monopoly into some of the more popular "German Games".

None. Game companies understand this; that's why you get the classic "place the game board in the middle of the table" rules.

Quote:
{Question Two}
Does writing a set of rules for your game help you guide your thoughts and thus assist you in putting the polish on your game?

Nah - the game's nearly always polished before writing the rules down.

Quote:
In conclusion to this quick introduction, I feel that Instructions and their design is one of the key considerations in developing a game from inside the head to inside the local games store. It should not be an afterthought but an intrinsic part of the game development process.

It's certainly part of the process; I think the real question is _when_ it should occur in the process. I know many game authors like to do it first, or nearly so. I have a strong preference for doing it last; among other things, if the game stinks I haven't wasted the time on it.

Joe

phpbbadmin
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Yes

Great topic! I don't have much to add other than to state that writing rules is one of the most difficult challenges I face when creating a game design. I know how I want the rules to work, but I find it difficult to put those rules down in a intelligent, clear manner.

Often times one of my biggest problems is defining game ideas using meaningful terms (like what do I mean by phase, turn, round, etc) and then sticking with those terms consistently throughout the rules booklet. I think this stems from having played too many games and having all those terms rattling around in my head. I think I assume that the player will know that when I say pawn in one paragraph and token in the other, that they are synonymous. This is a falsehood and I constantly find myself going back and revising terms so that is consistent throughout the document.

Quote:
{Question Two}
Does writing a set of rules for your game help you guide your thoughts and thus assist you in putting the polish on your game?

Regarding this, when writing rules, I often times find loop holes in my game mechanics that I hadn't originally noticed. In that respect, getting your design from your head to something more concrete (whether digital or paper) is good because it forces you to bring the (devil in the) details to the forefront. I can't count the number of times that, when writing up the rules, I thought I had a simple, 'fool proof' (I.E. one even I couldn't screw up) game idea, only to discover it would need considerable patching to work right.

I think probably the easiest way for us as designers to output quality documentation is through emulation. Pick up a rule book for a game that we found of exceptional quality and use it to make a framework for our rules. I too am a firm believer in the use of examples to instruct rules. The more pictures the better in my book. I also think games that have a few turn examples go a long way towards instructing the player on how the rules work.

Great topic Sam! I can't wait to see where this goes!

-Darke

Anonymous
[TiGD] - Designing Game Instructions

Great topic and great intro!

Writing rules? It's not that hard, every game has them. Writing good rules, that can be hard! I have bought many games that don't have them!

I will agree with what other have said in that I feel that rules can be very hard to write.

Joe_Huber wrote:
I think the real question is _when_ it should occur in the process. I know many game authors like to do it first, or nearly so. I have a strong preference for doing it last; among other things, if the game stinks I haven't wasted the time on it.

I couldn't agree more. I have never written out rules for a game before design and playtesting have moved beyond the "I have a thought" stage into the "wow, this works pretty well so far" stage.

Sam_Phipps wrote:
{Question One}
What are some basic ideas you can expect most "players" to know?
Note that by "players" I am talking about players who have ventured past scrabble and monopoly into some of the more popular "German Games".

I think that there are some concepts that all players should have an intuitive understanding of. I always leave it up to the players to choose a starting player with something like "One player is chosen at random to begin." If that leaves them scratching their heads then I can't help them much.

Quote:
{Question Two}
Does writing a set of rules for your game help you guide your thoughts and thus assist you in putting the polish on your game?

Darkehorse wrote:
...I often times find loop holes in my game mechanics that I hadn't originally noticed. In that respect, getting your design from your head to something more concrete (whether digital or paper) is good because it forces you to bring the (devil in the) details to the forefront. I can't count the number of times that, when writing up the rules, I thought I had a simple, 'fool proof' (I.E. one even I couldn't screw up) game idea, only to discover it would need considerable patching to work right.

I tend to write rules that are geared towards the lowest possible denominator of understanding. Doing so forces me to look carefully at a game to see how someone may misunderstand a rule or concept central to the game. That often helps me see possible misinterpretations that could lead to bad player experiences due to incorrect play. Of course there's no way to make anything fool proof, especially in the writing of the rules. The best I can hope to do is to make it reasonably fool-resistant.

Sam_Phipps wrote:
{Question Three}
What difficulties have you had teaching your game to other players - or having them teach it to themselves?

I tend to be over sensitive to the players' ability to absorb information. Usually I assume that they can handle less information at one time so I typically only describe the basic mechanics in detail. I them give rough overviews of other possibilities for play, mentioning that I will talk more about them as the situation arises in the game. I try to keep the description phase of a game down to less than 10 minutes. Players seem to grasp more complex rules and ideas better as they seem them in play.

My issue with writing rules is that I tend to fear the same thing in writing the rules. Therefore I tend to write more disjointed rules, favoring the basic mechanics first and only mentioning more complex situation. I provide enough for players to get going, then have another section to answer more detailed questions of handle more complex situations. As a result, the rules tend to seem repetetive.

Quote:
{Question Four}
What techniques can you use in your instructions to help players teach themselves?

Good question. I don't think I have an answer for that one. I try to give players a good understanding of the concepts of the game so that they will be able to intuit more from the rest of the rules or from playing the game. This partly returns to the issue of a proper marriage between theme and mechanics. Mechanics that properly and intuitively reflect the theme (or are described in such a way as to make the connection more intuitive) make it easier for players to learn and understand the rules. This is especially true with more complex games in which the players have more to do or more decisions to make.

Greg Aleknevicus wrote a great piece on game design principals with a good section at the end about writing game rules. It can be found at The Games Journal here

GeminiWeb
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[TiGD] - Designing Game Instructions

Impressive start to the discussion there Sam!

Let's try this one question at a time ...

Quote:
What are some basic ideas you can expect most "players" to know? Note that by "players" I am talking about players who have ventured past scrabble and monopoly into some of the more popular "German Games".

I like to be comprehensive, but worry that might make my rules seem too long. I would suggest that a 'German Games' player is more likely to find loopholes through abiguities so be careful! (I remember playing San Juan earlier this week - one card allows you to draw a card when you sell one good ... I argued that was only for exactly one card ...)

I also avoid reffering to 'clockwise', instead talking about 'to the player on the left'.

Basic up references to components with pictures if possible.

Quote:
Does writing a set of rules for your game help you guide your thoughts and thus assist you in putting the polish on your game?

It sort of goes through a process a sticking everything into my head til I'm happy with some concepts, jot those down in dot points (because my head getts too full!) and expand the dot points in a stream of consciousness-type approach. For example, here is excerpt from a game I am in the early stages of, based on playing greek gods:

Quote:
- possible actions each turn (action points/cards/?)
- bid for heroes
- aid heroes
- temporarily
- permanently (e.g. increased cunning or strength, special item)
- hinder heroes
- influence nations
- create priest (costs more if existing priests? … e.g. = no. existing of your priests in nation +1)
- aid heroes
- hinder heroes
- raise army (must have [equal?] most priests for that nation [or king as a hero?]
… cannot raise an army bigger than no. your priests (+ hero leadership score?) in that nation)
- move army (with army raised)
- conquer city (with army raised)
- heroes could
- move (land or sea)
- pursue quests (if in right area)
- lead armies (if properly aligned?)

This is really a dot point start to a ruleset and helps me to form my thoughts ... although the ruleset would be redone almost from scratch (in terms of formating and organisation) when the game is at prototype stage.

Quote:
What techniques can you use in your instructions to help players teach themselves?

Examples of play.

A couple of other things
- prefer theme overview then components then goals then sequence of play
- get other people to read your rules and try to play the game based on their interpretation!

jwarrend
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[TiGD] - Designing Game Instructions

SiskNY wrote:

Joe_Huber wrote:
I think the real question is _when_ it should occur in the process. I know many game authors like to do it first, or nearly so. I have a strong preference for doing it last; among other things, if the game stinks I haven't wasted the time on it.

I couldn't agree more. I have never written out rules for a game before design and playtesting have moved beyond the "I have a thought" stage into the "wow, this works pretty well so far" stage.

Interesting, I work in almost exactly the opposite way. For me, writing the rulebook is one of the first things I do. I don't really see it as "time potentially wasted" so much as an opportunity to really crystallize in my own mind how the game will flow, and how it will come together. This also stems from a strong preference on my part to always have a complete game on the table for playtesting. Even if everything ends up changing, I still feel like if people are going to be nice enough to give you some of their gaming time, you have to give them a complete game to play, not some ideas that aren't fleshed out. I find that writing the rules in advance helps me identify possible points of ambiguity and try to come up with a resolution before the game hits the table.

Sam_Phipps wrote:
{Question One}
What are some basic ideas you can expect most "players" to know?
Note that by "players" I am talking about players who have ventured past scrabble and monopoly into some of the more popular "German Games".

I agree with Joe, you almost can't assume anything. There was recently a discussion on spielfrieks about a game whose rules didn't specify explicitly when the discard pile was supposed to be reshuffled; immediately when the draw pile is exhausted, or when a new card was called for? Fairly subtle, but it actually mattered for the game in question.

More importantly, though, I find that you have to work extra hard to not assume that players already know how to play your game. It's harder to do than it seems, because you're so close to the game. So if you say, "Draw a card from the resource pile", you have to have said somewhere else what the resource pile is and how it's prepared, even if there's a deck of cards labeled "Resource card", and all you do is shuffle them. In reviewing Game Design Workshop rulebooks, it's these little things that are often left out, and cause enormous confusion.

Also, I would say, write with as much precision as you can. Saying something like "All players draw a card" will probably be understood by everyone, but it's not as precise as "Each player draws a card", and I find that I have to check and double check things to make sure that my rules are air-tight in this way.

Sam_Phipps wrote:
{Question Three}
What difficulties have you had teaching your game to other players - or having them teach it to themselves?

The biggest problem I've had is with players who seem to get bored during the explanation, or impatient -- "Ok, ok, let's just play already". I could blame it on my own bad explanations, except that these people do this with every game, regardless of who's explaining. It's more frustrating when it's your game on the line, though, because you don't want their bad impression to be related to a misunderstanding of the rules. I find it's most common when people have played the game a few times, and they don't listen carefully to the rules changes, some of which may be profound. Then, halfway through the game, when you remind them of the new rule, they will say "oh, I didn't catch that." This can happen to anyone, I think, not just "bad listeners". But it's too bad when it happens. Most people are good sports about it.

Quote:
{Question Four}
What techniques can you use in your instructions to help players teach themselves?

The obvious answer, "examples", is one that I don't lean to all that heavily. I particularly don't care for detailed play examples. It's just too much work for me to follow what is happening. I feel like if the rules are written well enough, those detailed examples won't be necessary.

I do like to write an introductory overview of how the game works, what the goals are, what the key mechanics are, etc. I don't like rulebooks that start with a brief "theme" paragraph and then we're off into the setup phase! Hey, what's the game about, though?

I also like to provide not only a list of the components, but a description of the components and a couple of sentences about what role they play in the game.

I tend to feel in general that repetition to the point of annoyingness is the best way to explain something, and that's usually the way I do things. I imagine people often find me pedantic, but I hope that at least they don't find me hard to understand!

Good topic, thanks for starting it!

-Jeff

Zzzzz
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[TiGD] - Designing Game Instructions

I agree with almost everything stated on this topic. The only useful addition that I can make at this time, no matter how much you write, rewrite, tweak and update the rules, get someone that you consider to be a non-gamer to look over (try out) the rules.

Sometimes as designers we are too close to a project. And it can be hard to step back and not "know" a rule. As a result, it is hard for us to objectively review our own rules to make sure they make sense for other players.

Think of it as reading between the lines, but forgetting to write those in between lines down. Sometimes you can be so close it is easy to overlook items about our games because we just know this is how the game is played.

If you can, write down your rules and get someone you feel is a "standard game consumer" (or even not a gamer at all) to review it. If they honestly want to help you, all the "missing links" tend to show up very quickly. Just watch their face as the read the rules, you will noticed the puzzled look on their face!

Verseboy
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Re: [TiGD] - Designing Game Instructions

Sam_Phipps wrote:
{Question One}
What are some basic ideas you can expect most "players" to know?
Note that by "players" I am talking about players who have ventured past scrabble and monopoly into some of the more popular "German Games".

I, too, agree with much of what has been said so far. I do, however, disagree with Sam's supposition above. This dovetails perfectly with the discussion in another thread about reaching out to a mainstream audience. I think it is usually a good idea to write to an uninformed and inexperienced audience. When you start making too many assumptions about what they know, you're setting yourself up for failure. That's the hardest thing about writing rules or any how-to, stripping it to its most basic so that everyone who reads it understands.

Despite the one quibble, a tip of the hat to Sam for an excellent kickoff to the discussion.

Steve

Anonymous
overly explicit is better then confusion

I'd rather have the rules be overly explicit than vague.

In writing rules one of the key things is consistancy. If you refer to a piece as a "player's pawn" don't call it "your piece" later in the rules. I enevitably feel as though I missed something, or wonder if I'm missing bits in the game. (maybe not in this example, but others)

I like to write down the rules as I make them, because otherwise I'll get all the different versions and tweaks mixed up.

"Wait, did I think it worked better when I drew 3 or 4 cards in phase 2? Hmm... I've tried it both ways, but once was with a change in phase 4..."

I don't think anyone would write "Place a tile like in Carcossone" in their own rulebook, so why would one assume players of their game would know the right way to do something?

Anonymous
[TiGD] - Designing Game Instructions

Hello again everyone,

Thanks everyone for responding as this is an important topic to me at the moment - I've pretty much completed the framework for my game, it is now a case of making up the many different pieces and balancing things out ready for playtesting. As I alluded to in my opening, writing draft copies of the rules has certainly helped me along the way.

However, there seems to be a little bit of confusion in regards to my question on what you can "expect" a player to know.

This was not meant to find shortcuts in writing rules. I meant this from a point of view that you don't want to be mixing terms that the player might already know with different mechanics. This will cause confusion for some of your players because the rules are not working the way that they expect they should.

Perhaps in hindsight, a generic thread on "established game mechanics" might be viable. I thought however that the implications for such information was quite relevant in not only writing but constructing the game rules.

Even though I have pointed these questions at specific responders, feel free to answer any or all. I have bolded these questions for ease of finding.

Joe_Huber,
I was curious as to what types of games you have created? Everyone works differently I think when it comes to rules. If you can keep the rules in your head and then just write them down near the end of the project, you must have very clear and concise principles of play. I cannot help but feel that this is a good thing. Unfortunately for me, my head would explode if I tried to do that. I'm most probably paranoid that I'd forget an interesting idea unless I wrote it down too. Interestingly though, sometimes when you are forced to write something down, it becomes very clear if it is a good or bad concept.

Darkehorse,
You most probably have a much vaster experience of rulebooks - good and bad - than me. Are there any good rulebooks or poor rulebooks that you could highlight for us? The use of good and bad examples here would be interesting.
Of interest on the BoardGameGeek site are the items game fans produce to assist in the understanding of a game. Turn summaries, piece summaries and other such things frequently turn up. Should we as game designers assist in this process of designing player summaries either in the rule book or elsewhere? I think I'll be controversial here and say most probably not. The reason being that fans of a game produce such things not so much out of need but out of enjoyment. They enjoy the process of expanding their understanding of a game they love to play. Am I on the wrong track here?

SiskNY,
I find your approach to explaining things very similar to mine. I also like to try to establish some basics mentioning some interesting possibilities here and there but trying my best not to tangent off the basics. As a maths tutor in my spare time (what little there is of it with eight students), I normally find that a lecture on the rules does not work overly well. Any explanantion has to involve the players otherwise it will go in one ear and out the other. I find that by just letting the players play and then guiding them through answering the questions they ask can be a positive experience for all. It inherently involves them in the process. Sure, they are going to make lots of mistakes and want to do some crazy things, but is this not what it is all about? In this process, playtesters are going to give you a lot of ideas on your game that you most probably did not think of. Sometimes, they will refine your games in ways you simply had not thought of.

GeminiWeb,
You highligh an interesting idea:
"theme overview then components then goals then sequence of play"
This seems like a good failsafe approach. How important is theme though in the writing of rules? When will it assist and when will it possibly hinder?
I also agree with you that the real test for any game is blind testing. I intend to give my prototype to the hobby store ina box and leave it there for a few weeks. I'll print up some comments forms that will also be there to be filled out. Our local store is very good this way with very active players who'll try anything - in between magic tournaments.

jwarrend,
Are you not a believer in that a picture tells a thousand words? or perhaps a thousand lies? Pictorial examples seem very suitable in certain circumstances. For example, attacks of opportunity were poorly understood in D&D with numerous lines of print trying to clear up but ending up totally obfuscating the whole process. Come the 3.5 revision and all of a sudden with pictorial examples of combat, everyone starts to see exactly what was originally intended.

While I agree with you that a clear line of writing should be sufficient, sometimes, I think certain game processes are too complex to rely upon the comprehension of the reader. Is a complex mechanic requiring a pictorial example a sign however that this particular rule or mechanic needs to be reviewed and simplified? Your thoughts.

Zzzzz,
Is it not amazing how being so tightly focused on your project can so totally blind you. I agree that sometimes it takes a total outsider - even a "non-gamer" - to clear things up for you in relation to your rules of play. I know what a "Face Piece" is in my game because it is a term I coined a year and a half a go. Why don't other people understand this too? Is it not self explanatory? Is it not obvious? Obviously not ;).
It is simply too much for the brain to see something for the "first time", particularly when it is your 99th revision. Do you have any ideas that might assist in this process of trying to weed out terms that have been put before the definition?

Verseboy,
I hope my introduction has cleared up where I was coming from with this question on what you can expect a person to know. In terms of the rules - nothing. In terms of mechanics, assume that they have played Puerto Rico a hundred times and so if you use a PR term but attach a totally different mechanic to it, you will be confusing potentially large chunks of your audience.
I suppose this is another thing that needs to be looked at in terms of the rules - Target Audience. Who is it that you are aiming the game at and what rules presentation will do the job best of explaining your game? Particularly, if you are trying to be so general as to encompass everyone with your rules, do you put your true target audience off?

jjacy1,
I could not agree more with you in regards to consistency of terminology when writing and thinking about the rules. This is why I think a running glossary should be compulsory for a game designer, even if some of you feel that the rules are best left until near completion. How many of you guys use glossaries in either the final rulebook or as you are designing the project? Does anyone else feel this is a good idea?

Thanks everyone for responding and lets keep the discussion going. Feel free to answer any of the bolded questions.

Joe_Huber
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[TiGD] - Designing Game Instructions

Sam_Phipps wrote:
Joe_Huber,
I was curious as to what types of games you have created? Everyone works differently I think when it comes to rules. If you can keep the rules in your head and then just write them down near the end of the project, you must have very clear and concise principles of play. I cannot help but feel that this is a good thing. Unfortunately for me, my head would explode if I tried to do that. I'm most probably paranoid that I'd forget an interesting idea unless I wrote it down too. Interestingly though, sometimes when you are forced to write something down, it becomes very clear if it is a good or bad concept.

All of my game designs could be put into one of three categories: German, cheap & silly, or broken. I have never designed a complex wargame, and don't ever expect to. (In fact, the only true wargame I've designed is Panda Blitz, which is in fact an example of the cheap & silly category.) The German games I've designed are about 2/3 light, 1/3 middleweight. (FWIW, Scream Machine falls into the light bucket, as does Ice Cream.)

I've always figured that a rule I forget can't have been that interesting in the first place; on the off chance that it was, I should be able to reconstruct it.

I've also never found writing things down to do _anything_ in terms of telling me whether or not a concept will work. Mental simulation often works; where that fails, playtesting is the only way to go.

Of course, I don't go into an initial playtest expecting everything to work, even for a light game...

Joe

GeminiWeb
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[TiGD] - Designing Game Instructions

Sam_Phipps wrote:

Quote:
GeminiWeb,
You highligh an interesting idea:
"theme overview then components then goals then sequence of play"
This seems like a good failsafe approach. How important is theme though in the writing of rules? When will it assist and when will it possibly hinder?

My thinking is that if I've gone to the trouble of using a theme for the game, I want people to think about the theme as they learn the game. Ideally, the theme will guide them in their decision-making processes (naturally I need to produce the good and then sell it). However, if the theme has been pasted on, it might not help there.

That said, take Ra, which is an egyptian themed auction game, where the theme feels a bit pasted on over the mechanics. No, knowing the theme doesn't help me with the decision-making, but it does make the game more inherently interesting for me, so I'm more likely to pay more attention when I'm reading the rules or having someone explain theme to me.

jwarrend
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[TiGD] - Designing Game Instructions

Sam_Phipps wrote:

jwarrend,
Are you not a believer in that a picture tells a thousand words? or perhaps a thousand lies? Pictorial examples seem very suitable in certain circumstances.

That may be true, but on the opposite end, a thousand pictures take up way more space than a thousand words! I don't mind a picture to explain an intricate rule, but a picture or an example even for simple rules is, I think, wasteful. I should also point out that my objection was more to the "detailed play example" kind of thing, as in "Ok, John has the first turn. He chooses to move 2 spaces and spend one Gold to take a sword token from Sam. Then it's Chet's turn, and he elects to..." etc. These examples, to me, are too much effort because they require so much cross-referencing with the rest of the rulebook, and so much intellectual effort to work through. I'd rather just have a well-written exposition of the rules.

Also, my point was mostly how I write rulebooks. Generally, I trust my ability to explain something more than my ability to whip up a useful example or drawing. My rulebooks, other than those I've put up in the GDW, are largely untested, so I have no idea whether they actually provide a useful way to understand how to play my games. It's just how I do things.

-Jeff

Verseboy
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Joined: 12/31/1969
[TiGD] - Designing Game Instructions

Sam_Phipps wrote:

Who is it that you are aiming the game at and what rules presentation will do the job best of explaining your game? Particularly, if you are trying to be so general as to encompass everyone with your rules, do you put your true target audience off?

I guess I would say you don't want to be general, you want to be specific. Also, you want to be orderly in your specificity. Settlers is one game that is specific about a great many things, but is fairly haphazard in where it puts the information. Some of what I need to know is in the rules and some of it is in the almanac. I didn't have the advantage of having an experienced player at the table to walk me through. My wife, son, and I had to slog through it, first flipping through one booklet and then the other. Of course, what appears to be a logical order to one mind is often totally illogical to another.

I guess like everything else, the only way to get a feel for whether the rules have illuminated and explained is to test them repeatedly.

Sam_Phipps wrote:
I hope my introduction has cleared up where I was coming from with this question on what you can expect a person to know. In terms of the rules - nothing. In terms of mechanics, assume that they have played Puerto Rico a hundred times and so if you use a PR term but attach a totally different mechanic to it, you will be confusing potentially large chunks of your audience.

This is a good point. Just one more pitfall to avoid.

It's an interesting discussion. Thanks for facilitating it.

Steve

Anonymous
glossaries...

Well I haven't used a glossary before, but it is a good idea. What I tend to do (since I use a word processor for rules) is do a search within the document for certain terms and then read their context so that I can see where they conflict, and then choose the one I like best and then replace all of them that I don't want.

I find that this helps out a lot to keep things straight, or if I'm describing something that is related or bears repeating I can find it and either cross reference (as in see page X, paragraph 3, which I don't really like to do unless its way complicated) or just repeat that same sentance.

"Should we as game designers assist in this process of designing player summaries either in the rule book or elsewhere?"

I think that complex games' rulebooks can often times use a turn summary in them. Maybe it's because phase 3 could have 5 components to it, such as "In phase three a player may farm, build a building, draw X card, draw Y card, influence others" but each of those actions really has 3 choices to them that it gets overwhelming at times. Instead saying "Example player chooses to farm this turn, between choices 1,2,3 of farming he chooses to 3" makes sense to me. But then again no one wants to read a tree diagram of every choice in the game.

All about balance.

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