Showcasing Insights from Presentations
The popular post-apocalyptic car- combat game, "Gaslands," has recently been demoed to an audience of approximately 200 people. The demo, led by a seasoned rules explainer, followed a strategic approach to introduce the game's concepts and rules effectively.
The speaker, known for his preference for games that can be started quickly at the table, applied the "progressive sophistication" structuring pattern to the demoing of "Gaslands, Mark II." This approach ensures that players are gradually introduced to the game's mechanics, starting with the basics and gradually layering on more advanced rules as they become comfortable.
Starting Simple
The demo began by introducing only the essential game mechanics and components. The speaker focused on the basic flow of the game and the critical decisions players must make, ensuring players understood foundational concepts before adding complexity.
Incremental Rule Introduction
New rules and concepts were presented progressively over several turns or demo phases. For example, the speaker began with the basic turn structure, then added more complex actions or interactions in subsequent rounds, so players learned by doing and not all at once.
Engage Through Rewards and Feedback
Offering immediate feedback or rewards for mastering early concepts encouraged continued engagement and gave a sense of progression, which complements the rising complexity.
Visual and Physical Aids
Clear, well-designed cards, tokens, or boards were used to help players avoid confusion, especially as complexity grew.
Introducing "Push It"
The "Push It" rule, a unique feature of "Gaslands," was not typically mentioned during a player's first activation. Instead, it was contextualized to make it seem intuitive and exciting. During a player's first activation, the different faces on the skid dice were explained. It was only after a player experienced a difficult set of skid dice results that the "Push It" rule was introduced.
Maximizing Appeal
The demo followed a "progressive complexity" approach, with concepts presented in an order that maximized the game's appeal. Explaining the "Push It" rule before players understood how the cars moved on the table might make it seem fiddly and unnecessary. The speaker also held back rules like collisions until the rulebook had explained the basic game mechanics.
The Objective
The objective of the demo was to excite the audience and get them playing as quickly as possible. The speaker did not describe collisions rules before the game started, only explaining them during the first collision. He also dislikes lengthy pre-game rules explanations, preferring to let players learn as they play.
Remembering Rules in Context
The speaker, who has been a "rules explainer" in various board game groups, does not usually remember rules until he sees them in context. This approach allows him to focus on the game's flow and the players' engagement.
Player Engagement and Enjoyment
Players were more likely to remember and be excited about the game after the demo. The speaker believes that players would not enjoy a 20-minute upfront rules dump. Instead, he prefers to engage them in the game and let them discover the rules as they play.
This strategic approach to introducing board game concepts and rules effectively is consistent with gamification research that suggests progressive difficulty and clear levels enhance user engagement and learning. It is widely applied in board game tutorials and demos, making gaming sessions more enjoyable and accessible for new players.
[1] Marczewski, M. (2012). Gamification – engaging users using game design. In Proceedings of the 10th international academic MindTrek conference: Envisioning future media environments (pp. 429-436). ACM.
[2] Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining boundaries. In Proceedings of the 11th international academic MindTrek conference: Transforming into future information spaces (pp. 30-37). ACM.
[3] Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical investigations of gamification. In Proceedings of the 9th international academic MindTrek conference: Transforming into future mindscapes (pp. 1-11). ACM.
- The speaker emphasized the basics of "Gaslands, Mark II" by introducing only essential game mechanics and components, which are the foundation of any technology or gadget, helping players understand and navigate the game more effectively.
- As players progressed through the game, they encountered more advanced rules and concepts, mirroring the evolution of technology, where basic principles form the base, and complex iterations build upon them, making the gaming experience and technological advancements more engaging and accessible.