Home About BGN From the Editor RSS Feeds Contact BGN Register / Sign Up Donate Advertise News Game reviews Gone Cardboard Previews convention Calendar Clubs & Groups

Advertisements


Aaron Lawn: Usability…

A play of Small World last week has had me musing on the various impacts that presentation and visual design can have on a game.  To sum up my thoughts on Small World, I think that Days of Wonder has taken a strong game (Vinci) and streamlined the rules noticably.  Many of the rules fit easily into the framework, causing less calculation during play, which has caused the game to speed up in length.  The artwork as a whole is very strong, and taken individually, each piece looks great.  But once they have joined each other on the board, the game becomes a mish-mash of counters with conflicting art and scattered counters.  Overall I would say that the game has clean rules and a messy board.

For me, this conflict has caused me more consternation than I would like.  I want to like Small World unreservedly, but the mash-up of nice artwork has me saying “I like it, but...”

And then I started thinking about other games that do the same thing.  I’ve never been a big fan of the game-implementations of Mike Doyle, who does some very striking and well-done box art, but has also created some very visually conflicting boards and pieces1.  Gloria Mundi is an almost infamous game locally for it’s obtuse iconography.

So how much should this matter?  Can the graphic design of a game drag great gameplay down so much that a game never gets a chance to prove itself?  Will that same graphic design elevate a mediocre game?  There are obviously multiple thoughts on this - BGG uses a rating/ranking system that requests users to rate games based entirely on their desire to play the game again.  It then provides another vector of game ‘weight’, but doesn’t say anything about the usability of a game, leaving those puzzle pieces to be learned via pictures and comments.  RPG.net uses a rating system that is less granular (a 5 point scale instead of a 10 point one), but in two dimensions, style and substance - or gameplay/gameweight and graphic design.  Years ago I wrote reviews for a retailer magazine that focused on rating a game on presentation/saleability, gameplay, and marketing, which essentially gave some weight to what the box looked like from the exterior - attempting to quantify the exterior graphic design with it’s intended use - i.e. selling the game.

Like measuring and assessing gameplay, graphic design and usability can be very personal.  For me, there are two different dimensions to visual design - the graphical appearance and then the usability.  Graphical design like Winsome games are very austere in appearance, but basic and uncluttered in usability2.  Other aspects of visuals are obvious to some, but difficult for others - I’m not colorblind, and I don’t mind small type, but in another twenty years my failing eyesight could make me feel very differently.

As and unabashed lover of information, I’d like to see some quantification of visual design for games - either a general method of rankings like RPG.net uses, or simply definitions of common terms like ‘clean’, ‘messy’, ‘colorblind problems’, etc.  I probably want this just because I want to feel better about my own misgivings when a game dissapoints for reasons entirely unrelated to gameplay.

Which thankfully doesn’t happen that often.

--

1His early redesign of Puerto Rico as a single main board with player buildings was very interesting, but a usability nightmare. (though it should be noted that his recent work has been much better than his early - not surprising.)

2ususally.  There were some decisions in Wabash that I never understood - methods of marking that made the game harder to play.  I -think- these were changed in Chicago Express...

© 2009 Aaron Lawn


Posted by Aaron Lawn on Apr 23, 2009 at 01:00 AM in ColumnistsGone GamingAaron Lawn / 1272

Comments:

You must register with BGN in order to comment. Registration is free, but if you appreciate the news, previews, reviews and other material posted on Boardgame News, please consider becoming a member to keep the info flowing to your screen!

I think the problem of Small World stems from the people who played Vinci. Vinci was very clean visually and with a glance you could see what was going on.

Small World is a bit more confusing but I don’t think it’s fatal to the game, it just takes a bit more time to get the same info as in Vinci. On the other hand it’s much simpler to know what race you are looking at (at least one half of it).

I think it’s always hard to hit the sweet spot, because either the design is too cluttered and the information can’t be immediately discerned or it is too simplistic and has to offer the information through outside means.

I’m reminded of the design chance of Microsoft Office 2007, new users and users that used only the basic functionality liked the simplicity of the design, but the advanced users preferred the old interface because though it was very cluttered it had everything in plain sight.

I do agree that BGG could add a field for information regarding usability though.

Posted by Tiago Nunes on Apr 23, 2009 at 01:50 PM | #

Agreed about Small World. Other top games with “at a glance” epic failure are: War of the Ring, Le Havre, and Die Macher.

Posted by Jim Cote on Apr 23, 2009 at 02:11 PM | #

Usability is very important, but seemingly not appreciated enough by publishers.  Far too many games have pretty graphics that make the game harder to play.  And yes, poor usability can hurt a good game.  To cite one example among many, that (and a poor rule book) definitely hurt Phoenicia’s acceptance.

Posted by Larry Levy on Apr 23, 2009 at 02:57 PM | #

This is a great topic for discussion Aaron! I am a big fan of visually appealing games, th visual presentation of a game is like a language, some are simple, others take some extra learning, but generally familiarity will breed fluency.  It is in the intial stages of the familiarity part of things that visual design can have the most impact on whether a game might see a lot of play or just a little.

I have never really had many problems with this sort of thing, but I am always interested in reading threads and posts about these issues as I spend a considerable amount of time teaching games (either in my class or as a demo monkey for RGG), and this can often have a big impact.

One example of a game where one needs to take some extra care and pay a little more attention initially to the visual presentation is in the Princes of Machu Picchu, when playing this game intially it a few long looks at the board to really start to notice what areas are connected to what.  When teaching the game, I always make sure to spend time talking about the layout of the board and connections between spaces, as this can be a crucial aspect of the game that is initially difficult to pick up on.  What benefit does the game get from it’s layout - it is a very visually appealing game when underway, and the actual image of Machu Picchu makes the game a little more thematic.

For me a good visual design increases the pleasure of playing the game.  This doesn’t mean that the design needs to be ornate or detailed, but just suitable and good.  For example, I really like the art of Jamaica, Stone Age and Royal Palace - all very detailed and rich.  I also like El Capitan for the same reason (although I understand many people don’t like the spidery font).  Having listed those, I should also add that I quite like Yspahan and Samurai and games like that - that many today might say had very basic art - because they are functional, thematic and therefore enjoyable to play with.

Posted by Giles Pritchard on Apr 23, 2009 at 08:50 PM | #

I remember the first time I played Age of Renaissance a kibitzer remarked that it looked like someone had thrown up on the board.

That board didn’t bother me, so I guess I am strongly in the usability over aesthetics camp.

Posted by Scott Russell on Apr 28, 2009 at 01:31 PM | #

< Back Home

Advertisements