Design Considerations
Tuesday, October 7th, 2008One of the things I really enjoy about games is their physical presentation. I’m much more likely to enjoy one that has had a lot of thought put into the design of its box, rules and components. Often there will be a clever idea or method used that makes you wonder why all publishers don’t do it that way. With this in mind I present the following list of ideas and suggestions that I think greatly increase a game’s appeal.
When deciding what to include here, I’ve limited myself to ideas and concerns that do not (for the most part) require extra expense beyond time. Using hand carved wooden pieces would be great but the cost could hardly be justified. Similarly, advice along the lines of “use only fabulous artwork” is not all that helpful. Rather, the points I’m trying to state fall into the category of things that cost exactly the same to do the “right” way as they do the “wrong” way.
Further to this, it’s not my intention to make a definitive set of “rules” for good design. There are some suggestions made here that will not be practical for all games. For example, Murder at the Abbey contains a lot of information on its Monk cards and it would be impractical to index it on all four corners. Instead, I think it best to view this as a check list, either implementing the suggestion or deciding why it would be impractical to do so.