This portion of the working checklist is intended for general principles for superior functional design. It has been organized into three parts--general, rules, and boards & bits. Contribute freely.
Please refer to the parent article first:
http://www.boardgamegeek.com/thread/77401
I. GENERAL
1. Game developers must acknowledge that functional design is important. From there it follows that publishers and designers will give extra attention and time to a game while it is still in development and before the graphic artist submits his final drafts.
2. The trick of superior functional design is to go unnoticed. In the game whose functional design is most polished, no obtrusions distract players from the game play itself. Players are left to focus on and discovering the merits of the conceptual design, and that's exactly where designers and publishers want your attention anyway.
3. Working out solutions for revealed design issues is not as important as revealing those issues, as the former cannot be accomplished without the latter. Once issues are identified, time and thought can be given to elegantly solving them. Publishers must scrutinize games in the draft stage just as editors of major publications scrutinize copy.
Though I think it is the exception, I find it striking that when publishers republish out-of-print titles they sometimes do not attempt to improve the functional design. Worse yet they sometimes fiddle with and worsen the original functional design. Each game, whether it's brand new or a redevelopment of an old game in it has an opportunity for introspecting the functional design. Is the game what it could be?
The meticulous designer/publisher will spot and eradicate most of said shortcomings. Incredibly some flaws that are glaringly obvious to most any player have progressed through the development cycle into publication.
Think outside the box. Consider all bits as first envisioned, then consider how they might be redeveloped if all preconceptions of a typical game were thrown out. Functional design even with games is an interface usability issue of sorts that designers and publishers should creatively approach. There's much to be said about how much a game of superior functional design can have a great impact on the mood it invokes, and the perception and enjoyment of those who play it. Conversely, when attention is not paid to such details, a game's potential is not reached.
4. Realize that the same game can be embodied in many forms. There are various functional means to designing a game, so don't be constrained by your initial conception. Part of thinking outside the box is to at least consider some alternative physical designs. Contrast the current implementation of Puerto Rico against Mike Doyle's recreation.
http://www.michaeldoyle.com/PRege/LaCiudad.html
Without making arguments for implementation over the other, the point is clear: the delivery of a design is largely open to artistic interpretation. There are many other practical, workable ways that Puerto Rico could have been physically delivered. I am convinced that people's complaint about the lengthy setup time could have been addressed with an alternate, creative design that required far fewer bits.
II. RULES
1. The best rules are clearly and succinctly written. The wordier explanation is not necessarily the better one. Be as clear as possible with the fewest words possible. The final determination for how clearly rules are written can be made by having several groups of inexperienced players read the rules and play the game without assistance.
2. The best rules ought be easily scanned for reference facts. The select boldfacing of keywords is incredibly useful for making rules more legible and making it easy to quickly locate certain commonly referenced facts, such as set up information.
3. The best rules chart information that ought to be charted. How many times have you read rules that wrote out chartable information into sentences and paragraphs? How much need be said to realize that a chart conveys more with less and can more quickly be digested or scanned for reference.
4. The best rules provide illustrated examples. No tool more clearly communicates than do actual examples. Both normal situations as well as exceptions should be included.
5. The best rules have been creatively pruned of rules of little or no consequence. Not all rules are created equally and add equally to a game. There is a threshold on the number of rules that embody a game before the rules become cumbersome. With this in mind, each extraneous rule that is eliminated can be replaced by another rule that more strongly bears on creating meaningful and interesting play. Remember that for each rule you say yes to, you are saying no to another.
III. BOARDS & BITS
1. The manipulating of bits must not be a fussy endeavor. Game developers should zealously seek to reduce the number of necessary bits, even redesigning when necessary. Though some games may necessitate plentiful bits, this should be the exception. Many times a creative designer will discover alternate, more elegant means to the same ends. Furthermore, reducing bits makes a game less costly to publish. It's a good earmark that bits have become obtrusive when you hear a player partway into the game comment that it would make a good computer game.
Often heavy games become this way because their designs draw together many kinds of components that work together to present a challenging experience. Naturally, heavier games having more bits may be a somewhat obtrusive. Nonetheless, obtrusions can be creatively minimized.
There's an important distinction between having too many bits and too many bits of too many kinds. The game GO for example has lots of stones, however, this is not bothersome because there are only two kinds of bits—white stones and black stones. One might argue that there is one kind of bit (stones), but the distinction I make between kinds of bits deals with organizing and managing them. At the outset of a game of GO, it is likely that players will separate all of the white and black stones. PUERTO RICO, by contrast, has many bits of many kinds—colonist chits, VP counters, building tiles, plantation tiles, ships, a trading house, role cards, etc.
2. If the bits themselves lack key facts, a player aid should be provided. In games having many rules to digest, players should not be left to remembering all the key facts. Sometimes it is sensible for the bits to include the necessary facts. Other times printing the facts directly on the bits, especially facts easily remembered after a couple plays, may in itself be obtrusive. In such cases the extra facts should be clearly printed on a player aid.




























