Components of design consideration
Tuesday, October 7th, 2008The design of components can go a long way in determining how much a game is enjoyed. A good game does not necessarily require good components but they certainly don’t hurt. Imagine playing Chess with flat, cardboard counters. It’s still the same game but would it be as enjoyable an experience?
* Tigris & Euphrates tilesMake tiles smaller than they spaces they’re placed on. If your game includes playing tiles onto spaces such that they’re next to each other, it’s better if the tiles are slightly smaller than the spaces they’re placed on. This means that they can be slightly bumped and moved without disturbing all the others. Good: Tigris & Euphrates (Hans im Glück); Bad: Streetcar (Mayfair Games).
* Use highly contrasting/distinguishable colours for player pieces. This is a bit tricky as many people suffer from (one of several forms of) colour blindness. So, there’s no list of colours that will be guaranteed to be easily distinguishable for everybody. Further, the particular colours available to you (as determined by your parts manufacturer) can vary widely so it’s a really good idea to ask for samples to determine that the blue and green are not identical (as an example). With this in mind it’s almost never a good idea to include both orange and red as player colours.
* Use shapes as well as colours to distinguish pieces. A fair percentage of the population have trouble distinguishing certain colours, even colours that many other people see with a high degree of contrast. Adding different shapes or graphics can help tremendously, even for those of us who do not suffer from colour blindness. For example, every city in Trans America has a unique shape corresponding to the five colours. Ursuppe is another example that uses different shapes in addition to colour to distinguish the players’ amoebae. It’s also important to use graphics in a way that helps differentiate colours. An example of a poor design is Schotten-Totten in which there are nine cards in each of six colours. Each card has a picture of a Scotsman, from a feeble codger for the 1’s to a great strapping lad for the 9’s. It might seem that pairing the picture with the value to be a natural choice. However, it does nothing to help those who have difficulty differentiating colours. A superior method would be to pair the picture with the suit (so that all the red cards show the strapping lad for example). This would allow a colour blind individual to distinguish the suits from each another. Zirkus Flohcati employs just such a method and is far more useful as a result.