Monday, 11 March 2013
Rule-Writing Post 2
Rule-Writing Post 2
Hello again, mortals.
So, straight into the next reading with no preamble! The second reading piece was by Jacob Devonport, and is entitled Writing Game Rules. How very creative.
As Devonport says, reading the rules is the first part of any traditional non-digital game. This first step is the basis for the player's first impression of the game, and poorly written rules will frustrate players.
Devonport offers a set of fundamental properties: clarity, brevity, and completeness. Everything extraneous should be stripped away. If it doesn't help the player, it shouldn't be included. When nothing else can be removed, you are done, he writes.
Next, Devonport gives a basic order of explanation, much like Seigel's work.
Devonport tells us that we should give players information in the order that they will need it. Start with a summary or a metaphor that the game represents, so that the players have context to help them understand the rest of the rule set.
Next, explain the objective of the game. Avoid leaving the reader in suspense; explain a mechanic when you mention it, not on the next page, or three pages later. It's also important to utilise plenty of white space and lists to help organise the rules; when doing this, keep related rules close together on the same page.
When a rule set is done correctly, one player will be able to read the rules out loud to other players, and they can start playing with no further explanation. If the reader has to translate, then the rules haven't been written properly. Again, use white space and bullet points to help the reader with flow and pauses for digestion of information.
Examples of certain rules can often be helpful, especially when accompanied by illustrations. Italicise examples so that the reader can skip over them if they choose, but find it again later if they need to.
Devonport then tells us that thorough testing of rules is very important. Have others read your rules and try to understand them, as you will be biased due to your previous understanding of the game. Note down any confusion, and be prepared to rewrite the whole rule set if necessary.
Finally, Devonport, like Seigel, offers us a list of quick tips.
- Print the rules in the most legible way possible; resist using interesting fonts if they get in the way of understanding the game.
- If a reference card or page helps, include it somewhere easy to reach.
- Consider how the rules will be used; whether they will be read once and put aside, or if they will be checked frequently.
- Get input from other people wherever possible.
With frequent revision, consideration, and rewriting, your game will be as accessible as possible to new players.
Now, this reading makes as much sense as the last one did; while I preferred the layout of the Seigel reading, Devonport includes more content in general, including that a mechanic should be explained before it is used to explain something else. Devonport also gives advice on more that just writing, but also on testing and printing as well, which is really helpful.
Overall, I prefer this second reading for its extra content, even if it feels more like a block of text that Seigel's did. Despite these differences, there are far more similarities between the two pieces. Both offer similar advice at times, such as to first explain any narrative of the game for context, and then to describe the win conditions, and so on. With two separate writers giving the same advice, that advice gains a great deal of credibility.
Well, that's me more or less done for tonight, so I think I'll quite while I'm ahead. Dewa.
Oh, and of course, be praising that Holy Emperor of Mankind, mortals!
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