Week 13
In terms of board games, usability is the game and their pieces being connected in the fact that they work together in a certain way to be important and impactful to the game so that it can be used in a way that helps the players and they do not have to constantly be checking what that item does and seems natural. It teaches players to be able to be able to play the game without looking at the rules every time as they start to figure things out and begin to piece things together based on the one thing they learned as they then begin to piece other things together in the end. In the Video about design UX, each group goes through their game and proceeds to talk about what is good, bad, and what needs adjustment.
For the game "Tents and Tales" Our plan currently is to make 2 sections on the board, one inner and one outer and players have the option to move back and forth between the to given they have the movement to do so. We plan to Label each area on the order without what they are, and what they do. We will be writing on all the cards and boards to help make things easier on the player so that there are no big issues when it comes to how things work and why. In the video at 22:40 he talks about how if you are going to have a "manual" or ruleset you might as well make it simple because if a player is going to it generally means that they need help so you might as well make it easier on them. When we are making our game we are going to have a tough time deciding where each location is going to be and why we want it there. at around 18;00 he talks about abstract pieces and how they make the game more complicated, and how you need to think about your design decisions. I think to make sure there are no issues we are just going to make simple little characters that do not make anything confusing
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