Wednesday 14 December 2011

Week 12 Readings Writing Game Rule

Why this is important: When it comes round to someone trying your game they must ready the rules of the game, if they have been written poorly even if the game is great it puts a downer on the game because it can get frustrating for the player. Everything needs to been clearly, your game depends on it because either it will be a complete success or a flop. Game reviewers don’t take a second look at games with poorly written rules. Even from the beginning well written rules is recommended seeing as play testers also don’t like a game with poorly written rules. Advise is given to take your time when writing your rules, in the long run it can illuminate the option of having to redesign the game.

Fundamental Qualities:  There are three fundamental qualities of good explanatory writing they are clarity, brevity and completeness. It can be very difficult to get all three of these qualities, only words and pictures can help to teach the game. If it’s not a necessity for the game rule do not use the history of the game, humour and extra information about the scenario that isn’t needed.

Order of explanation: Rules should start with a summary of the game or something that represents it. If this is done well some players may be able to predict what rules will be based on the summary. When writing your game rules you must at all times avoid leaving the player in suspense do not talk about mechanics that you have not yet explained. Related rules should be closer together. The uses of bullet points clarify where one idea starts and another ends. 

Reading Aloud: When rules are written correctly, one person will be able to read your rules aloud to the other players, and will be able to play the game. If that person who is reading the rules out has to explain the rules that to other members of the group your rules have failed.

Clarifications: Have your diagram examples in italics, so that players who understand the rule just skip it but for those who don’t can use it.

Review: The best way to find out if your rules are a success is to get someone else to review them. Get a strict review and honest feedback without this you won’t be able to improve your writing. Get people that don’t know your game to read them aloud to people to see if they understand.

Finishing: Do not print your rules in an interesting font, because your rules need to be as legible as possible. With frequent revision, consideration and rewriting your game will shine through and be as accessible as possible to new players. 

Week 12 Readings How to Write Rules (Without Confusing People)


It’s important to have solid rules, a player shouldn’t be questioning what something means or shouldn’t make them unsure how to interpret something unless that is intentional. Timing is key to rules as well seeing as no one wants to spend a great deal of time reading and understanding the rules of a game.
               
There were 5 key rules to follow when writing rules, they are:

1.       Flavor first: If the game has a narrative tying the mechanics together, make that narrative clear immediately. The metaphors will be helpful in explaining and justifying the game’s logic and mechanics.

2.       Get the boring stuff out of the way: List the materials needed for the game next, followed by any pre-game instructions for setting up. If it gets wordy or over-complicated, slim it down and add an illustration or two to help explain.

3.       Begin with the end: The first rule you should give the players is the winning condition of the game. Tell them what their objective is. From a logical standpoint, all the other rules serve the winning condition, and will make more sense when described with regards to it. It also makes it easier for players to find when they forget how to win.

4.       Go from general to specific: Think of it like newspaper journalism, or an inverted pyramid. After the objective, describe the broad, overarching rules before describing the instances and exceptions. If it’s Mille Bornes, explain placing mile cards before you explain the hazards and remedies, explain the hazards and remedies before you explain the safety cards. Another way of saying this would be to explain the things that happen most often in a game first, and the things least likely to happen in a game last.

5.       Tell players what they can do, before telling them what they can’t: Somewhat related to the previous point, you should always explain the least constricting rules before explaining the most constricting. Rules explained earlier therefore become the primary rules, and the rules following are the instances and exceptions where the primary rules change or don’t apply.

6.       Finally remember to use short sentences with a low-level of vocabulary, and when necessary use illustrations.