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Anatomy of a Hit... Accessibility

Michael Mindes
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A quick self-promotional note: I am relaunching my personal blog where I discuss business, marketing, taking action, and more. One of the aspects will be an interview series of those that are successful in their chosen field/dream. My blog is found at: http://michaelmindes.com

Hopefully this will be twice a week. The first interview will be with none other than Bruno Faidutti, and will post on Friday morning. So, please check it out, subscribe, become a fan, and spread the word about the blog. I will greatly appreciate it.

/End Self Promo

I hope that thus far, you have been enjoying the series about the anatomy of a hit. Today, we will discuss how accessible a game is. I look at this from the angles of:

*Ease of learning
*Ease of use
*Ease of teaching
*Theme

Lets get into it! Remember, if a game is going to be a sales result hit, then it needs to be played a lot.

Ease of Learning

Games get played more often if they are easy to learn. I remember one evening that I started to read the rules for Caylus. I personally feel good about my ability to read rules, but I chose to stop reading the rules and not play.

If you want your rules to be easier to comprehend, then do the following:

*Strip them of any superfluous information.
*Maintain a common tense, voice, and point of view.
*Provide summaries of what is in each section.
*Maintain a common lexicon through the rulebook and if this can matchup with common game mechanisms that is even better.
*Provide good visual diagrams of what the text actually means.
*For the high-tech, provide QR codes which direct to rules explaining videos.
*Remove as many unnecessary words as possible.
*Provide comical interlude to make the experience of reading the rules more enjoyable.

Ease of Use

With ease of use, I am referring to the actual game play use of all of the various components and mechanisms of the game. I played and personally really like Roads & Boats, but the game requires a ridiculous amount of physical bit manipulation.

My copy of Railroad Tycoon has coloration issues where the blue and purple are hard to tell apart, even for those that are not color blind.

Be careful to monitor for issues that are a stumbling block to being able to fully play a game.

Ease of Teaching

Most people do not want to read rulebooks and would prefer to just be taught a game. Now, as a publisher, you will have no control over how other people teach your game, unless you provide actual teaching videos via smartphone and QR code technology.

However, if a game is simpler, it will be easier to teach. Also, if a rulebook is structured in a good order to teach the game, then people will later be more likely to tech the game in that fashion.

Theme

Sometimes, theme will cause a person to just not want to play, buy, or own a game. Now, you should not worry about trying to please everybody here, that will just lead to failure. However, you should remain consistent across the entire brand of a company. Fantasy Flight Games does a great job of this with their goal to be the best publisher in the fantasy, sci-fi, and horror themes.

Conclusion

This is an area that I am still learning much about, and I wish I could share more. However, if you want to generate a hit, Accessibility is a key component.
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Subscribe sub options Thu Sep 15, 2011 1:00 pm
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Kevin B. Smith
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Another dimension of accessibility is to at least try not to exclude folks with certain disabilities. The simplest example is to facilitate colorblind folks, if that's easy to do. It's usually easy with cards; harder with cubes. Avoiding tiny print is nice for older folks, but also helps low-vision people of all ages, and for that matter helps everyone playing in very dim light.

As nerds, it's easy to forget how off-putting some themes are. One of the reasons I'm keen to try Martian Dice is that my wife (like most "normal" humans) like the space/martian theme far more than the nerdier zombie and Cthulhu themes used by other light dice games.

Of course, some themes are universally loved. What warm-blooded person doesn't love a hot game of medieval trading or city-building? (Yes, that's a joke, in case you missed it).

Vanished Planet is a great example of a game that suffers because of poor usability. I don't actually know of a better physical implementation than cards for what they were trying to do, but at least they could have provided good conversion charts (like BGG users have tried to do), and used more consistent iconology. VP really is a fun cooperative game, but almost every review trashes it because it is so "fiddly".
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  • Posted Thu Sep 15, 2011 2:03 pm
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Quote:
*Strip them of any superfluous information.
*Maintain a common tense, voice, and point of view.
*Provide summaries of what is in each section.
*Maintain a common lexicon through the rulebook and if this can matchup with common game mechanisms that is even better.
*Provide good visual diagrams of what the text actually means.
*For the high-tech, provide QR codes which direct to rules explaining videos.
*Remove as many unnecessary words as possible.
*Provide comical interlude to make the experience of reading the rules more enjoyable.


Those rules break half of themselves.
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  • Posted Thu Sep 15, 2011 3:05 pm
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Breno K.
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Lol @ "comical interludes" AND removal of unnecessary words and superfluous information.
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  • Posted Thu Sep 15, 2011 3:47 pm
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Sylvester Deluxe
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BrenoK wrote:
Lol @ "comical interludes" AND removal of unnecessary words and superfluous information.


Comical interludes hold no information.
 
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  • Posted Thu Sep 15, 2011 4:33 pm
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Paige Watson
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bippi wrote:
Comical interludes hold no information.


While this is true, a couple of games immediately came to mind when I read this.

Dungeon Lords has great bits of humor interspersed with what I consider a complex set of rules.

Galaxy Trucker also has a rule book that provides a humorous tilt to learning the game.

In both cases, I think the humor made learning the game (or at least reading the rules) easier for a group of us that hadn't played them before.
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  • Posted Thu Sep 15, 2011 4:53 pm
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Scott Everts
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peakhope wrote:
...Avoiding tiny print is nice for older folks, but also helps low-vision people of all ages, and for that matter helps everyone playing in very dim light.

I really have issues with games and small card/ref text. I don't usually bring my reading glasses to gaming since switching between card distance and board distance is annoying. But some games have the most tiny text imaginable on their cards. Sometimes its just a good idea to make the text area alittle bigger so people don't have trouble reading your cards. Also, if you have a wall of text on your cards it might be better to rewrite that card.

Quarriors is a huge annoyance to play since you have a pile of cards in the center you have to constantly look at. And some of those cards have "wall of text" issues.
 
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  • Posted Thu Sep 15, 2011 6:29 pm
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Gavan Brown
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Good post Michael.

Depth + Accessibility is the holy grail.

Blokus, while not the deepest game ever has one of THE deepest systems for how accessible it is. It has a relatively large gamespace to explore for a game who's entire ruleset can be explained in a short paragraph.
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  • Edited Thu Sep 15, 2011 11:15 pm
  • Posted Thu Sep 15, 2011 10:52 pm
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Gary Sonnenberg
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paigew wrote:
bippi wrote:
Comical interludes hold no information.


While this is true, a couple of games immediately came to mind when I read this.

Dungeon Lords has great bits of humor interspersed with what I consider a complex set of rules.

Galaxy Trucker also has a rule book that provides a humorous tilt to learning the game.

In both cases, I think the humor made learning the game (or at least reading the rules) easier for a group of us that hadn't played them before.


Note that both of these are designed by Mr. Chvátil. I don't know for sure, but I'd guess the rules for each were written by the same writer(s). Some people just understand how to do this better than others.
 
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  • Posted Fri Sep 16, 2011 2:24 am
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Simon George
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*Remove as many unnecessary words as possible.

The same theory applies to the usuability of websites as it does to rulebooks. I don't want to read rulebooks or unnecessary text on a website. Infact I usually head towards community created rule summaries when want to learn a new game.
 
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  • Posted Fri Sep 16, 2011 12:23 pm
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Todd Redden
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Some players like highly complex/difficult to teach games. There's simply no way around making the effort, though a dose of humor does go a long way. Some players prefer Quarto!, with the ultimate in an ease of learning rules set. Others prefer games more like Troyes, where the complexity of bits (meeples/cubes/cards/dice/money/vp) make the learning/teaching curve much higher. There's no way around learning layout/goals/bits/actions/turn order/endgame each individually, and expecting to make a few plays before the game becomes completely understandable. I like both kinds of games, but have friends who will play only games in the complex category.

Your post makes it evident that there is a best approach to laying out the rules for teaching and learning complex games, too. My biggest argument against poorly written rules is when they tell the game like a story, and make it practically impossible to look-up rules later for confirmation. Rules should be chronological and categorical with no ambiguity. I think this is what you were aiming at regarding removing all unnecessary wording. I can do without the humor, but require brief and specific wording in understandable order, organized topically with plenty of graphical examples.

Thanks for bringing this up!
 
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  • Edited Fri Sep 16, 2011 6:34 pm
  • Posted Fri Sep 16, 2011 6:32 pm
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Through the Ages: A Story of Civilization rule book is written to make learning complex game in easy steps - basic, advanced and full game. Prepared for 3 teaching sessions, but it's not and easy way to find all info, when you jump to full game in one step.

Hammer of the Scots rulebook is divided in points refer to the other parts like project. And while it is very brief and only 8 pages, it's still not easy to play first games without mistakes.

Antiquity rulebook is very good and ordered by phases. For example in full text (not player aid) different saints are mentioned in phases where they give benefit, but not otherwise.

Rule books for Reiner Knizia games are very clean and concise, but that is also supported by nature of his games, that have very clean (many say "abstract") mechanics. By clean I mean less rules and exceptions.

BTW Caylus rules are really good and very short, but game, while quite abstract, is very rule heavy, so don't blame the messenger.

back to topic:
Quote:
*Strip them of any superfluous information.
*Maintain a common tense, voice, and point of view.
*Provide summaries of what is in each section.
*Maintain a common lexicon through the rulebook and if this can matchup with common game mechanisms that is even better.
*Provide good visual diagrams of what the text actually means.
*For the high-tech, provide QR codes which direct to rules explaining videos.
*Remove as many unnecessary words as possible.
*Provide comical interlude to make the experience of reading the rules more enjoyable.


except maybe visual presenting information, all other points in this list are arbitrary, can be interpreted either way and lead to various results.
 
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  • Posted Tue Nov 29, 2011 2:22 pm
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