Gwen Knutson week 2

Pros and Cons (2d graphics, components, rules, etc)

  • Overall, we agreed that Unstable Unicorns was very well branded but the language used for card abilities was a steep learning curve for new players.
  • Animalopoly was poorly designed: It is a fun, child-friendly theme in concept but executed with too many fonts and not cohesive
  • Tsuro: Easy to jump in and play, liked components that could be added to increase or decrease difficulty, great theme
  • Mancala: beauty in simplicity, easy to learn but hard to master, tactically satisfying pieces

If we could make 1 change...

  • Unstable Unicorns: adding clearer language and/or symbols on cards to help explain card ability
  • Animalopoly: clean up design/fonts for legibility to make the game easier to read for young readers
  • Tsuro: an insert for organization to keep things tidy and safe
  • Mancala: we couldn't think of any, it's such a classic

Does the packaging graphics match the components?

  • Unstable Unicorns: everything down to the language was branded and on theme
  • Animalopoly: a hot mess, too much going on, lack of cohesion... original pieces were missing and subbed for coins/rocks/beans/etc, so at least it was well loved
  • Tsuro: loved the rice paper dust sheet, very cohesive branding
  • mancala: very classic design, box was rather bland.

How are all components organized/stored when not in use? (pros/cons)

  • Unicorns: had card dividers to keep everything tidy, nice magnetic box to prevent losing a card
  • animalopoly: literally a zoo, but did have some plastic dividers
  • tsuro: open box with some cardboard, wish there were dividers added to improve storage
  • mancala: wish there was a bag for holding pieces

What are the Typeface choices/styles, and do they fit the concept?

  • Unstable: very cartoonish style utilizing a rainbow palette, heavy use of white helped keep things from getting to busy. typefaces were sans with a handwritten/comic vibe
  • animalopoly: LOTS of type, conflicting display typefaces all wanting your attention. There was an attempt to add textured type/wonky type for the childish/zoo vibes
  • tsuro: script and something papyrus adjacent, the papyrus adjacent font used for the instructions was very difficult to read.
  • mancala: classic serif, box pretty much just said the name of the game, no instructions.

Does the design style match the target audience? Does the style stay consistent throughout the game?

Although Animalopoly was chaotic, I think kids could still find it enticing. Unicorns had a cohesive vibe for its millennial audience, and tsuro's style was consistent and would be great for a history-type or strategic player that it would draw. mancala had little branding, but it is classic and maybe geared towards an older audience?

Can players easily figure out how to use the game?

  • Although Unicorns has action indicator/step cards, it is pretty difficult your first go if you haven't played this style of game before. It also takes a playthrough to get familiar with what the cards do.
  • Animalopoly: if you've played monopoly you've played animalopoly
  • tsuro: yes, it was easy to jump in and play
  • mancala: I feel that there are many different ways to play/house rules, but the rules are pretty simple so its easy to jump in

Does the game keep players informed of their status, prevent problems?

  • Unicorns: Yes, you keep your points on the table and downgrade/upgrades are easy to differentiate
  • animalopoly: yes, you are able to see what properties you own, etc
  • tsuro: no but the disorientation is intentional
  • mancala: yes, points are easy to see

What category(s) does the game fit under?

  • According to Board Game Geek:
  • Unicorns: card game, humor, party game
  • animalopoly: animals, economic, negotiation
  • tsuro: abstract, strategy, family
  • mancala: abstract strategy

what are all the common design elements on the packaging (word mark, barcode, ages, etc ...)

  • barcode
  • word mark
  • age range
  • game length
  • number of players
  • tagline

why are some games fun, and other games boring? Why do games start getting boring after a while, and others stay fun a long time?

Games that have the same ending get boring over time. I also feel that games that don't encourage banter or strategy get boring. Games that are overly complicated or too simple also can lose interest.

Takeaways from Documentary:

  • The importance of good design: games with lackluster aesthetics had a harder time getting published or gaining kickstarter support
  • the importance of user testing: you are an expert at your game and know how it works. How does someone unfamiliar play your game?
  • time: good games need lots of reiterations.
  • visual language: its important the your game is clear and understandable
  • an end: it's important that your game has a clear ending