This is the sixth entry in a multi-part essay covering board game “Player Experience” or “PX”. We’ll reference a few earlier installments below, so maybe peek back at them before coming back here!
During early research of this topic (the Player Experience / PX) I discovered an earlier research paper by a group out of northern Europe. Their paper was focused on video games, and in general mobile, but included a great deal of interesting inquiry.
One of the concepts which struck me first, was how their concept of the “Experience” of a game extended well beyond the literal time boundaries of the session. A player begins experiencing your game from the moment it’s brought to their attention, and will continue well on into the future after the game is put away.
Everyone’s favorite time box. (Photo Credit: Flickr user rooners)
In Agile development and workflow, there’s a precept while running meetings to “respect the time box” — if meeting is scheduled from 2–3, end at 3. Don’t let it drag it out. (There are likely volumes to be written about board game “play time” estimates, but this article is not that.) Here, we’ll focus on developing the context of experience reaching beyond the time before the moment the first die is rolled, and beyond when the components are packed away in the box and returned to the shelf. “Outside the time box.”
Clearly the core of the player experience is the time while the game is on the table, but let’s run through some examples of experience outside this ‘time box’:
How does someone hear about your game? Through a website like BoardGameGeek, an excited friend, a board game group? The way a thing is introduced to us becomes a powerful part of our memory of it, our willingness to try it, and how we view it when we do.
When I’m planning a session of Battlestar, while everyone coordinates their schedules, I’m reliving stories (both in my mind and in the email thread) from all previous tablings of that game — because for me, the shit talk and the paranoia begins the minute the invite goes out. In fact, I’ll sign off “—not a Cylon, Jonathan”.
All the buzz surrounding a regular poker night. The experience of that game includes the morning-of when your buddy texts you: “Can u believe Nate took all our money last week? I’m totally getting him back this time”. And the one the day after: “Shit, why did I fold on my pocket fours, I should have known that jerk was bluffing!”
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 →
This is the third topic in a multi-part essay covering board game “Player Experience” or “PX” You don’t have to read the others first, but it does reference several concepts from before, so I highly recommend it.
When designing a game, there is one major factor which is nearly impossible to predict, and accurately accommodate for, all combinations of: The other players around the table. Since most games are competitive, players are attempting to beat one another, overcome the obstacles put into place by each other, etc. Therefore, a huge aspect of Player Experience is necessarily who is sitting across the table from a player.
A troll player who disregards the intent of a game, or intentionally goes out of his or her way to grief the other players is going to cause a negative experience for them. Likewise, a player who never wishes to “step on toes” may also impact the game negatively by failing to drive in-game battle economies as expected. Continue reading →
The experience a Player has with your game is going to vary based on a lot of factors. Imagine someone brand new to your game. Thay have no familiarity with any aspect of it, though perhaps they have seen the box. Maybe they have read the rules, but there’s no way to know. At the other extreme, lies you, the designer. You’re not only familiar with all the aspects, but also the history of each component, and the full evolution of each mechanic and each system. Anyone who sits down to experience your game is going to fall somewhere along this spectrum of familiarity. Continue reading →
This is an installment in a multi-part essay covering board game “Player Experience” or “PX” feel free to start at the beginning, or just jump right in!
To begin our exploration of Player Experience (PX), I feel it’s important to take a step back, and understand some underlying concepts. Luckily, there have been decades of research on human-centered design (and, turns out, board games are intended for consumption by humans). So to set down some vocabulary around fundamentals, we’ll begin with an analysis of board games from a raw “User Experience” or “UX” perspective.
No discussion of User Experience or Human-Centered design is possible without a peek at the research of Don Norman. In his seminal work, The Design (‘Psychology’, in some printings) of Everyday Things, he lays out a series of terms for describing an experience a user can have with a system. He’s gone on to clarify many of these topics through successive editions of the book, and a great online presence. Continue reading →
When designing, it’s easy to get hung up on the details in front of us — the mechanics, the theme, the components. But ultimately, the point of designing games is for others to play them.
And why do they play them? In my view, it’s to facilitate a rich human-human interaction, unique from just about anything else. Competitive, fun, a centerpiece for conversation, a reason to get together with people you may not see frequently, and so on.
Because these interactions are fundamentally human in nature, we designers have a responsibility to understand the user experience, or, as I’m going to not exactly coin, (as there is a bit of previous research on this) but to champion the term “Player Experience” or (PX), even if that’s a bit on-the-nose as an adaptation from the software world, where the emphasis by good product teams is the “User Experience” or “UX”. Continue reading →