Confessions of a Newbie
by Rick Higginson

January 2003

Happy New Year, all, and best wishes for another year of fun and frivolity here at Collector Times. Here's hoping your holiday season was filled with good times, and that your memories thereof will not arrive in an envelope from Mastercard.

This month I'd like to discuss something that I believe will strike a chord in nearly anyone who has sought to learn a new game or two on their own: Instructions. More specifically, the clarity thereof. Well written instructions can make the difference between a game that is played and enjoyed, and one that collects dust on a shelf somewhere.

I've had considerable experience in both following and writing instructions. Part of my job over the years has been to "proof" written test procedures. Essentially, making sure that the procedure, as written, is not only correct, but comprehensible. The intent was that anyone with a basic knowledge of electronics should be able to take one of these procedures and be able to easily follow it to test an electronic assembly. What we strove for was a procedure that was simple enough for a gorilla with skinny fingers to follow. I also had several opportunities to write such procedures, which I would then pass over to a co-worker who wasn't familiar with the equipment to see if I had left something out, or assumed too much. This was an important part of the process, as it is very easy to do certain steps in a familiar process without consciously thinking of them. While I might know quite well how to measure the signal to noise ratio at J-3, I can't assume that the next person to do so will be just as familiar with the process as I am. A good procedure will walk the operator through, step by step, to ensure that the resulting measurement is accurate per the specification.

The game designer has the same basic task before them, as well. He or she must write instructions for the game that are easy to understand and follow, even for us gorillas with skinny (or not so skinny) fingers. Otherwise, we're not going to arrive at the same game process that was intended. The game designer has the same problem I had in writing procedures, namely, familiarity with the process that leads to assumptions and omissions. Even if the designer hands the prototype game and instructions to some friends to try out, if they're experienced gamers, they may also have a basic understanding of the process that will automatically fill in the blanks (a problem which, incidentally, I also ran into with some procedures I wrote).

The flip side of this, of course, is that old adage of, just when you think you've fool-proofed something, along comes a bigger fool. It's extremely difficult to account for all possible contingencies in written instructions, and impossible to account for the comprehension level of all possible players. No matter how clearly it's written, someone will mis-read it. Just because the instructions say, "If 'X' then this", don't be surprised if someone reads it as "If 'Y' then that". We won't even delve much into those who figure they're beyond reading instructions at all. Those kind most likely play all games by "Calvinball Rules" (from the old "Calvin and Hobbes" comic strip, it was a game where the rules changed at whim and circumstance), and are the bane of gamers everywhere, not to mention a nightmare to GM's. "House Rules" are a different matter, of course, and as long as they're explained ahead of time and mutually agreed upon, are just fine. Try playing chess with someone who doesn't bother with the set rules, and see how the game goes. Oy.

What brings this up is an experience my wife and I had this past week while on an out of town trip. We had picked up a game from the local game store to play together, and spent some time trying to clear up some confusion on the rules. While the game itself isn't too difficult, one of the key processes in playing it was different from anything we were familiar with, and not explained as clearly as we might have liked. Plus, we ran into a couple of circumstances where we were not totally sure how the outcome should have been, and our particular situation wasn't addressed in the instructions. We were left having to surmise the intent of the designer based on how similar situations worked out. It detracts from the fun when you're left scratching your head too often.

It wouldn't hurt, either, for game designers to keep in mind the idea of the stalemate. One of the times we played the game, we ended up in such a situation, and because neither of us could afford to lose that round, each replay of that round would end in a tie. For such situations, it strikes me that the game should have a "sudden death" provision, even if it's as simple as "Scissors, Rock, Paper" until one or the other person comes out ahead. Hmmm... had I thought of that at the time, that would probably have been a reasonable "House Rule" to solve the stalemate situation. As it was, we simply agreed to call it a draw and end the game, but that might not be a satisfactory solution if you or your opponent are a highly competitive type of person. Arm wrestling might work, too, but then, the bigger gorilla always wins.

So, if you're a game designer, please help us newbies out and try to "dummy proof" your instructions as much as possible. If you're a newbie like me, and find yourself confused by game instructions, you can at least comfort yourself with the thought that you're not alone. With any luck, maybe the spirit of Diane Fossey will show up and explain the rules to us.


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Copyright © 2002 Rick Higginson

E-mail Rick at: baruchz@yahoo.com

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