How to Write rules (Without confusing people)
This desperately needs to be the
topic of a GDC session. It doesn’t apply to most digital games, but it’s
indispensable in analogue game design, and a valuable communication skill in
general.
The rules of a game are the most important aspect to
convey to a player. In non-digital games, if the rules are not understood, the
game can not be played.
It’s important to write rules that
leave no stone unturned; a player shouldn’t be questioning what something
means, or unsure of how to interpret something (unless, of course, the ambiguity
is intended). At the same time, brevity is key, and no player wants to read a
tome every time they play a new game. The writing — the designing — of the rules is as crucial to the play
experience as the design of the game itself.
I’ve been writing a lot of rules
lately, interspersed with some digital design docs that will probably go
nowhere. Regardless, the intersection of the two has given me some new insight
into the creative process. Here are a few tips for writing clear, cohesive
rules.
1.
Flavor first: If the game has a narrative tying the mechanics
together, make that narrative clear immediately. The metaphors will be helpful
in explaining and justifying the game’s logic and mechanics.
2.
Get the boring
stuff out of the way: List the materials needed for the
game next, followed by any pre-game instructions for setting up. If it gets
wordy or over-complicated, slim it down and add an illustration or two to help
explain.
3.
Begin with the end: The first rule you should give the players is the
winning condition of the game. Tell them what their objective is. From a
logical standpoint, all the other rules serve the winning condition, and will
make more sense when described with regards to it. It also makes it easier for
players to find when they forget how to win.
4.
Go from general to
specific: Think of it like newspaper
journalism, or an inverted pyramid. After the objective, describe the broad,
overarching rules before describing the instances and exceptions. If it’s Mille Bornes, explain placing mile cards before you
explain the hazards and remedies, explain the hazards and remedies before you
explain the safety cards, and explain the safety cards before you explain the coup fourré‘s. Another way of saying this would be to
explain the things that happen most often in a game first, and the things least
likely to happen in a game last.
5.
Tell players what
they can do, before telling them what they can’t: Somewhat related to the previous point, you should
always explain the least constricting rules before explaining the most
constricting. Rules explained earlier therefore become the primary rules, and
the rules following are the instances and exceptions where the primary rules
change or don’t apply.
In addition to these rules, remember
to use short sentences with low-level vocabulary. When necessary, use
illustrations (sometimes nothing beats a good drawing).
White space is also crucial. A page
full of text looks intimidating. Use bullet points and short paragraphs to keep
the reader/player from getting overwhelmed.
Finally, don’t be afraid to be
friendly! Unless it’s entirely antithetical to the style of your game, use a
light-hearted tone with your rules. I’m slowly learning that seriousness isn’t
exactly a staple of this industry. When the purpose of a product is to be fun,
then describing it should be fun as well.
No comments:
Post a Comment