Reading
Hi again! Today I read about initial design which is the first step of the iterative process. I first read an article by Greg Aleknevicus where he spoke about what makes a game more appealing. He discussed components, boxes, themes, cards and rules.I learned that the visual aspect of components can have a great impact on the game I create. Both colour and shape are important to look at when making them. I never took into account that many people suffer from colour blindness. After reading about this, I looked into what colours would be the least distinguishable. They mainly have difficulty with seeing green, red and blue or a mixture of these colours. Adding different shapes depending on the colours can also help people distinguish between the components. Icons can also help users quickly understand what each component means. Another point Greg made was to try and not crowd the components. I definitely think games with less clutter are more visually pleasing.
The colors of the rainbow
Normal color vision | The colors of the rainbow Deuteranope (simulation) Absence of green retinal photoreceptors |
The colors of the rainbow Protanope (simulation) Absence of red retinal photoreceptors. | The colors of the rainbow Tritanope (simulation) Absence of blue retinal receptors |
Images: How different colours can be viewed depedning on eye sight (https://www.colormatters.com/color-and-vision/what-is-color-blindness)
The theme and rules are also important aspects to creating a game. You want the theme to work with the rules rather than against them. Blind-testing the games rules is an easy and effective way to figure out if users will be able to understand pick up on how to play the game.
I attempted to read chapter 4 of 'Challenge for Game Designers' but it was unavailable on Amazon.
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