Ridere, ludere, hoc est vivere.

Wednesday, July 27, 2011

Thoughts on approachability

[I'm still on vacation away from the internet, so today's is a re-post of an excerpt from an article from last October.]

Image courtesy of
Rio Grande Games
This week our friendly neighborhood Game Parlor in Woodbridge is having a 20%-off moving sale on nearly everything that's in stock, so the other day I picked up Race for the Galaxy (designed by Thomas Lehmann, published in the U.S. by Rio Grande).  I'd had this on my list since I'd solicited my friends for two-player game ideas to add to our afternoon game session library.  I'd had a lukewarm experience with it at Congress of Gamers a year or two ago, largely because the people I played with were very experienced players and not altogether patient or thorough in explaining the rules.  But I read so many good things on boardgamegeek about it - especially in light of our fondness for Puerto Rico (designed by Andreas Seyfarth, also Rio Grande), with which a number of reviewers compared it - that I thought it was worth a try.

I was very methodical in going through the rules myself and then reviewing them with Kathy.  I think as we played the first time through, we agreed that we understood the mechanics of the game, and the goals, and even how to devise a strategy.  The thing we found frustrating in our first play-through was the abundance and density of symbols on the cards and their varied significance.  I think we went around two or three times on how the "Contact Specialist" worked.  I'm sure veterans of this game are used to the conventions and know what to look for and how to apply the symbols to the game mechanics, but we were each struggling to understand what we were looking at as we played along.  Both of us are confident, though, that's a game that we can learn and come to appreciate.  I'm looking forward to trying again.

There's a lesson here somewhere for me as a game designer, I think.  It's one thing to have a game that is complete in its rules integrity and components, that is a beautiful construct in both form and function, that aficionados come to appreciate for subtlety, nuance, and replayability.  But what about a game's approachability to the novice?  The analogy I think of is a mansion on a mountaintop.  It can be a marvelous engineering construction, stunning in appearance, awe-inspiring in surroundings, luxurious in furnishings ... but if visitors have to climb a rock face to get there and appreciate it, not many people will try.  So I'm coming to appreciate that even an intriciate, complex game needs to have a welcome mat, an entrance ramp, some way of introducing the novice to the game.

Agricola family board
RftG does this to a certain degree, with pre-selected starting hands for the players.  Settlers of Catan has its beginner's board layout; Agricola has its family game.  I remember Avalon Hill developed a rules construct called "Programmed Instruction," in which rules were divided into sections that built on one another.  The new player could read the first section, then play a scenario that depended only on the  rules in that first section.  A second section would introduce more rules, components, and options and would be followed in turn by more scenarios.  Starship Troopers and Tobruk, among others, had this kind of graduated rules approach. 

I don't know; am I asking too much?  Is it reasonable that a gamer should struggle with a game the first time through, until they say, "oh, that's how that rule works," or "that's what that card does"?  Every first-time player of Agricola goes through this, surely.  It's not that I want to play simple games; I just don't want learning a new game to be a struggle.

2 comments:

  1. Strongly concur on Avalon Hill's "Programmed Instruction" approach as a good way. While reading your blog, I was one-step-ahead.

    Another factor is that the unknown "thing" (e.g. a card, or unit symbol) the player discovers should more or less act in the game the same way the thing it models would act in the real world. (This also has the added benefit of rewarding players who use historic tactics.)

    If the game is weak on modelling whatever it's supposed to model, and is just a set of mechanics with a theme placed on top of it, well, the new guy is out of luck.

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  2. That's really the case. Kathy and I tried RftG again the other day, and this time we didn't stumble over the iconography, but it still really didn't grab us.

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