This is the fifth topic in a multi-part essay covering board game “Player Experience” or “PX”. This entry references several key concepts from earlier installments, so you’ll either want to start at the beginning, or else drop back as they’re linked!
Beyond all the things we’ve discussed so far, players will all be bringing a certain set of gaming preferences with them to the table when they play your game. These may have basis in their personality types, experience levels, or brain chemistry, but these preferences also grow through the types of games they play and the life experiences that they’ve had.
Some players enjoy having perfect information about the game state, while others may have either a tolerance, or even a preference, for hidden information — finding fun in the need to deduce unknown aspects of the game state, or the hidden situations of the other players (think: ‘Cat & Mouse’ mechanics, such as Scotland Yard, Fury of Dracula, or Clue: The Great Museum Caper). Information may become un-hidden in a variety of different ways and rates, making a continuous gradation from “fully hidden” to “fully public”. (e.g.: secret drafting, simultaneous reveal like Robo Rally, or Revolution! in contrast to the trickle of revelation in the cat & mouse games listed above). Continue reading