Shannon Appelcline: Form Follows Function
Form Follows Function. It’s a rule in modern architectural design. According to Wikipedia it means that “the shape of a building or object should be predicated by or based upon its intended function or purpose.” I think that’s a rule that could be equally applied to board game components--and with at least as good of a result.
To me, you see, it’s all about usability. The components of a game should make a game easier to use, and for at least the last ten years we’ve been moving rapidly in that direction--to the point where I’m aghast when I pick up a game (usually published on the American market) where the question of usability has not been addressed. But, these questions of usability have usually fallen short of the architectural ideals that talk about how the shape of something can improve its usability, and that’s what I’m going to address today.
First, though, a look at what we’ve done thus far.
A History of Usability
I talked about elegant component design previously in Elegant Games, Elegant Components, but I’m going to rehash some of that here.
To start with, it’s ironic that I now deride American games for not keeping up with the usability curve, since that’s really where the idea of more complex games still being easy to use originated. For that we can thank the late Redmond Simonsen, a graphic artist and game designer who worked for SPI. It’s easy to see Simonsen’s importance to SPI if you look at my Six Degrees chart. He was a hub around which SPI turned.
What you won’t know from that chart is how extensively he thought about design. In one of his many essays on the topic, he wrote:
[W]hat is not so clear, however, is exactly what constitutes a good signal-to-noise ratio in graphics or just what value to place on “reliability” (which translates as consistency of format). And although the gamer is not vaporized when faulty graphics causes him to “detonate” the game he’s playing, the fact that it has indeed turned out to be a “bomb” is certainly unpleasant.
Virtually every gamer has had the experience of struggling through what might be an otherwise good game, hampered by the fact that the organization and design of the components prevents him from easily understanding what he is about — and thereby losing concentration and interest in the game.
That some artists today have the utter gall to think that their noise is more important that the game’s signal drives me to frustration. However, I think that companies that publish these designs will soon begin to realize every bit of success that they deserve from their very attractive but ultimately unusable “bombs"--and that their successors will make wiser choices. Meanwhile, most game publishers fortunately follow in the footsteps of Simonsen. Still, it took until the 1990s for the next major innovation to occur.
I consider The Settlers of Catan pivotal for its player reference cards and its easy collation of hexes, resources, and building costs. Many German games since have made superior use of icons that both make it easier to see how to play the game and allow rapid internationalization. In my earlier article I also commented upon Descent, whose dice-driven combat system is easier than any combat-result table you might have seen in an SPI game by a factor of about a thousand.
However, these excellent usability designs all tend to depend upon letters, words, icons, and other symbols. In other words, they ultimately depend upon language, and thus force us to ask: is there a way to make components more usable by the form of the components alone? In other words, to return to our original question, can form follow function in gaming, as it does in architecture?
To a limited extent, the answer is clearly yes, and I think it’s a topic that bears more consideration.
The Money Question
I think the question I hear most often while gaming is, “Is money secret?” It’s closely followed--for those games that have victory point counters rather than a victory point track--the question, “Are victory points secret?”
I usually offer the same response, which I’ll admit is one part unhelpful and two parts smartass--but there you go. It’s, “Sure, just turn them over.”
This usually results in one of two things. On the one hand, a player may turn a piece over, see it’s blank on the other side, and nod his head sagely. On the other he may flip it over, see that the other side is identical, flip it over again in confusion, and then glare at me.
However, I think it’s a prime example of how form should follow function in a board game.
If you mean for your money or VPs to be secret (and you’re not relying on an even more obvious method, like a player screen), then you should print the valuation information on only one side of the money. Similarly, if you mean for it to be open, then printing it on both sides is an extremely obvious way to show off this fact. Particularly for the latter case, I never feel the need to look in the rules, because the double-sided money’s form clearly tells me that it’s meant to be open--because there’s no way to make it secret, absent sticking your cash in your pocket, generally a no-no.
Granted, there are two potential flaws to my argument. If money is secret on the board before you draw it, then its single-sidedness might not tell anything reasonable about what’s to be done with it afterward, and if your money features two different things on its two sides, it defeats my argument entirely. But, these situations tend to be exceptions, and absent them, I’d rate this as a single case where publishers always tend to think about form following function.
Other Form Ideas
There are many other ways in which component form could follow function. Sometimes some publishers are already taking this steps, and sometimes no one is.
Can pieces be stacked? If so, they should be stackable. This is a pretty obvious design for three-dimensional games like Torres, but it’s a rarer two-dimensional game that remembers to do it, with The Year of the Dragon and The Market of Alturien being the notable exceptions.
Similarly, if pieces can be interconnected in any way, it’d make sense for the components to reflect that. Would The Settlers of Catan be a more usable game if the roads clicked right into cities or settlements? I’m not sure. However if a city was a little add-on piece that clicked over a settlement, I’d guess that might help some first-time players who were otherwise confused by the fact that it’s the only “upgrade” in the game.
Returning to the question of stacking, it’d similarly be nice if pieces represented stacking limits. This is easiest to do in a case where the stacking limit is effectively one. However, Primordial Soup totally misses its opportunity to create a score track that shows off the fact that you can only have one piece in each space. Torres does a little better by having the spaces be about the size of one cube, but it’d be easy for a first time player to miss that. I bet it’d be harder if the scoring spaces were some irregular shape, like a circle instead of a square.
There are many games that reflect card limits on their boards. For example in Medici, you have space for exactly 5 loads of goods, and thus there’s never a question of, “What’s my limit for the turn?”
I’m certain there are many other places in gaming where component form could better represent function. I’d love to hear about what you’ve seen done, and what you think’s been undone in the question of component form following function.
Around the Corner
I’ve reviewed a couple of American game designs in the last few weeks. First was Dragon Lairds, which fits into my category of “hybridized designs”. It’s St. Petersburg with take-that mechanics. Second was Monster Mayhem, which is a pure beer & pretzels game.
I’ll see you in 14.
Comments:
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Having cities click over settlements in Settlers wouldn’t work well, because settlements are counter-limited. (So are the cities, but that tends to be less of an issue.) If you’re at your limit on settlements, getting the settlement back when it’s replace with a city becomes important. Posted by David Goldfarb on Jun 12, 2008 at 02:28 AM | #
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One of the other credos of much of the modernist movement in architecture was Adolf Loos’ “ornament is crime,” which takes the “form follows function” to the extreme. With board games, one could see a correlation with traditional abstract games. Of course, architect Louis Sullivan, who coined the phrase “form follows function” was actually famous for the ornament on his buildings, as ornament itself does have a “function.” In board games, it’s not only the “usability” but also the “attractability” of the game to encourage people to interact with it. “Carcassone” could have used traditional pawns, but the litte wooden figures play a role in getting many people interested in the game. A recent example of both “usability” and “attractability” that I have been impressed with is the assortment of resources in “Stone Age.” Rather than using wooden blocks in different colors (the “traditional” method in recent years), Hans im Glueck decided to use different shapes of wood for each material as well(brick shapes, gold bars, etc.). Players no longer need to make the color-cube translation, as the shapes add one more representational clue, and the pieces look great, too. Posted by Jeff Allers on Jun 12, 2008 at 07:07 AM | #
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Starfarers of Catan does in fact have starbase upgrades-- rings that fit around colony tokens. Posted by Doug Orleans on Jun 12, 2008 at 09:52 AM | #
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Quote: “In my earlier article I also commented upon Descent, whose dice-driven combat system is easier than any combat-result table you might have seen in an SPI game by a factor of about a thousand.” Unquote. Hyperbole aside, I’d make the argument that the dice system is better in some ways but worse in others. (I haven’t actually played Descent, but I assume that it’s similar to Doom?) I agree that not having to look up the result in a chart is good, but on first playing Doom I was confused after rolling the dice—which symbols do I need to sum in this particular case? Sure, it got easier with experience, but so does reading a chart. The downside with dice though is their “opacity” and by this I mean how clearly the possible results are presented. Standard dice have the advantage of familiarity—I know that if a chart says I need to roll 11 or higher on 3D6 that my odds of succeeding are a little less than 50%. It’s easy to glance at a chart and figure out the odds. But what if I need to roll 5 hits on two red and one blue die? If I’m not intimately familier with the dice, I need to examine each face to discover that the blue die has faces with 0,0,0,1,1 & 2 hits and the red die has faces with 0,0,1,1,2 & 2 hits. (I’m making these numbers up.) Even if I can calculate the odds of success relatively quickly, detemining the distribution curve is quite a bit harder. Not all players are going to worry about such things, but some are and the dice system works worse than a chart for these people. Posted by Greg Aleknevicus on Jun 12, 2008 at 06:23 PM | #
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David, You’re of course right on Settlers, though that suggests why you might need to think about component design out at the game design side of things. Greg, The dice get *really* easy to read after a couple of plays. The advantage over a chart is thus two-fold. First, you don’t have an extra piece of paper sitting around. Second, you’re engaging in a one-step process (roll & read) instead of a two-step process (roll & reference & read). You’re totally right on the opacity, though I’ll also comment that I’ve seen some very non-opaque charts. But, after A half-dozen or more games, I still couldn’t tell you very much about what the major types of dice do. However, it’d be pretty easy to create a reference chart for those who must know, and I wouldn’t be surprised if such already existed on the geek. Nonetheless, you’re right, it’s an issue when you embed info on dice. Posted by Shannon Appelcline on Jun 12, 2008 at 08:58 PM | #
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The biggest usability problem I run into is remembering the meaning of the myriad of icons used on language independant components. While I understand why the game companies do it this way, a cryptic icon on a card is less useful than a cryptic icon plus a line of text. If the text is in the wrong language, you still have the icon to fall back on. Notre Dame is one game I would point to as an example. If there must be lots of icons, at least provide an icon look-up sheet. I think Starcraft is a good example of a game that needs a decoding sheet. While the info is laid out well in the rulebook, it would be nice to have it all in one place. A cross reference between the icons used to represent units and the actual appearance of the plastic pieces would be nice too. Posted by S. Deniz Bucak on Jun 13, 2008 at 11:54 AM | #
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Just for an interesting counter-example that proves the rule (whatever that means), check out Napoleon’s Triumph, from Simmons Games. I find this little series of games of his intriguing because it is very literally a case of function following form. The game was designed to evoke a particular period graphical look. The first game, Bonaparte at Marengo, was OK I thought but not great, but his new one, Napoleon’s Triumph, I’ve become a big fan of for both its gameplay and its aesthetics. My personal feeling is, everything in moderation. With games, there is always a third element that crops up: production issues. Money may be significantly cheaper to print double-sided because that’s how everyone else does it, or a component choice may be made for production or cost rather than gameplay reasons. I think we shouldn’t necessarily sacrifice an interesting design element because it’s somewhat more difficult to portray graphically, and we shouldn’t push form factors so far that we can’t hit the right price point. That said, I agree with you wholeheartedly that there is plenty of room for people to do better here, especially American companies. I am routinely frustrated by a lack of usability in American games, especially wargames. Posted by Chris Farrell on Jun 13, 2008 at 12:27 PM | #
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